Re: [hlcoders] AI Nodes - Shortest Route Algorithm

2005-06-06 Thread Oskar Lindgren
Google -> A* (A star) Ian Warwick wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I am trying to figure out the shortest route between following AI nodes leading from start point to end point. Does anyone know if something like this alrea

Re: [hlcoders] [OT] Big Map EVER

2005-04-09 Thread Oskar Lindgren
...where can I download this shit?! :) NuclearFriend wrote: -- [ Picked text/plain from multipart/alternative ] Haha that is pretty awesome. On Apr 9, 2005 10:40 PM, tei <[EMAIL PROTECTED]> wrote: [OFF TOPIC] Size: 6378.14 Km tall. Screenshots: http://telejano.berlios.de/option/bigevermap1.png His

Re: [hlcoders] MOTD, STEAMID

2005-03-31 Thread Oskar Lindgren
I Sweden we have a law called PUL, which forbids tracking users without informing them. Michael Hobson wrote: 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

[hlcoders] I think I found something that isnt right.

2005-03-28 Thread Oskar Lindgren
Hi, I am not sure if this is an bug, but still. If you have rcon access or simular you can read files from the servers harddrive. Do do that you only need to set: motdfile "/etc/passwd" or whatever file you would like to read. / Oskar Lindgren

Re: [hlcoders] STOPP FUCKING

2005-02-23 Thread Oskar Lindgren
So.. size matters? Spencer 'voogru' MacDonald wrote: His brain is oh too small for that. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Frank Weima Sent: Wednesday, February 23, 2005 12:06 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] STOP

[hlcoders] menu.c:166

2005-02-15 Thread Oskar Lindgren
[quote] if (top < 128)// the artists made some backwards ranges. sigh. [/quote] So, whats the story behide this line? Dont make me guess. / Oskar Lindgren ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: h

Re: [hlcoders] CS:S as SDK mod base

2004-12-28 Thread Oskar Lindgren
I don´t care about gmail, and after weeks of gmail SPAM on this list I am pretty sure most of us are kind of tired of it. Draco wrote: For those who don't know what he means by grouped email, take a look at this http://perfectdark.game-mod.net/gmail.jpg -Draco _

[hlcoders] Serverplugin linux makefile?

2004-12-05 Thread Oskar Lindgren
Hi, I am trying to compile the serverplugin sample under linux, but the makefile seems to be missning(And no, it isnt Makefile.plugin in ./linux_sdk/)? / Oskar Lindgren ___ To unsubscribe, edit your list preferences, or view the list archives, please

Re: [hlcoders] Fun with the Code

2004-12-02 Thread Oskar Lindgren
will be a pain in the ass to render the world, maybe someone has allready made a bspviewer? / Oskar Lindgren [EMAIL PROTECTED] tei wrote: I have lots of ideas with the new stuff: - Hunting MiniMod (hunt birds, fish and headcrabs) - Rainbow Warrior Mod (explosions spawn birds, weapons increase

Re: [hlcoders] H /\ L F - L I F E - 2

2004-11-16 Thread Oskar Lindgren
So valve, what was the decryption key? :) wiCk3D.de wrote: blitzmerker ^^ - Original Message - From: "tei" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Tuesday, November 16, 2004 3:13 PM Subject: [hlcoders] H /\ L F - L I F E - 2 Its out!. :D __

Re: [hlcoders] Source SDK released

2004-11-05 Thread Oskar Lindgren
Does this mean that you MOST own a source account to use the SDK? If so, that means that I will not be able to release the complete source code for my upcoming HL2 MOD. If this is correct I will not make a MOD. Brian "Satertek" Irelan wrote: You need to own a Source game to have access to the SDK.

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

2004-10-22 Thread Oskar Lindgren
GCC3 :) Hasan Aljudy wrote: VC 6 here .. On Wed, 20 Oct 2004 19:34:26 -0700, Alfred Reynolds <[EMAIL PROTECTED]> wrote: I just want to do a quick straw poll of how many people on this list DON'T have access to MSVC.NET or above for their MOD development (we hope to only release MSVC.NET project fi

Re: [hlcoders] HL2 Dev CPU Requirements

2004-10-21 Thread Oskar Lindgren
hah, poor botman. I dont like mine, so i only use it to chuck the rubbish away! http://frank-martin.de/galerie/Burkersdorf/porsche.jpg Jeffrey "botman" Broome wrote: Jeff Fearn wrote: I bet you're kicking yourself you took that job at at Gearbox and didn't hold out for a job offer from Valve! Must

Re: [hlcoders] :)

2004-05-11 Thread Oskar Lindgren
oh, cool!! - Original Message - From: <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Tuesday, May 11, 2004 10:38 PM Subject: [hlcoders] :) > -- > The access is open !!! > > archive password: 03715 > -- > [ TextDocument.zip of type application/octet-stream deleted ] > -- > > > __

Re: [hlcoders] The account

2004-03-01 Thread Oskar Lindgren
Looks more like a virus/trojan :( I hope this don´t lead to something else... - Original Message - From: "Jeffrey "botman" Broome" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Monday, March 01, 2004 5:54 PM Subject: Re: [hlcoders] The account > [EMAIL PROTECTED] wrote: > > > -- > >

Re: [hlcoders] Need Valve's confirmation

2004-02-21 Thread Oskar Lindgren
I don´t agree, Windows 98 Lite uses a simular way to get files from the win95 cd. - Original Message - From: "tei" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Saturday, February 21, 2004 7:16 PM Subject: Re: [hlcoders] Need Valve's confirmation Tan Theodore escribió: > Is that the

Re: [hlcoders] Crazy Ideas for Crazy Modding!

2004-02-17 Thread Oskar Lindgren
)Linux( A port of Linux that runs under HL, this would make cheating easier and enable the user to broswse, check thier mail and a lot more while playing. - Original Message - From: "tei" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Tuesday, February 17, 2004 7:56 PM Subject: [hlcode

Re: [hlcoders] Entity calls to play mp3 files?

2004-01-27 Thread Oskar Lindgren
I use fmod to play mp3s.. but i like .ogg better :) PS. Svenskar är vi alleihopa, alleihopa.. DS. - Original Message - From: "Jonny Bergström" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Tuesday, January 27, 2004 6:38 PM Subject: SV: [hlcoders] Entity calls to play mp3 files? Have

Re: [hlcoders] Huh?

2003-12-25 Thread Oskar Lindgren
I don´t think thier is one, but check out botman´s site www.planethalflife.com/botman - Original Message - From: "K. Mike Bradley" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Thursday, December 25, 2003 5:56 PM Subject: [hlcoders] Huh? > This is a multi-part message in MIME format.

Re: [hlcoders] I'm steamed!

2003-09-21 Thread Oskar Lindgren
also try "c:\Program Files\Steam" or c:\"Program Files"\Steam - Original Message - From: "Andrew Timson" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Monday, September 22, 2003 1:54 AM Subject: RE: [hlcoders] I'm steamed! > You should be able to substitute "progra~1" for "Program Fi

Re: [hlcoders] Looking for a good way to kill players

2003-08-29 Thread Oskar Lindgren
Just run a console cmd, "kick " - Original Message - From: "Admin" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Friday, August 29, 2003 1:36 AM Subject: RE: [hlcoders] Looking for a good way to kill players > Directly calling TakeDamage() in CS leads to a server crash or at least >

Re: [hlcoders] pfnPEntityOfEntIndex( 1 )

2003-06-27 Thread Oskar Lindgren
The player is the first entity, 0 then? So maybe 1 is the weapon? - Original Message - From: "Jon 'DesPlesda' Manning" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Friday, June 27, 2003 12:24 PM Subject: [hlcoders] pfnPEntityOfEntIndex( 1 ) > I've seen this in CTriggerCamera::Use. Wh

Re: [hlcoders] SDK line crashing linux servers

2003-06-08 Thread Oskar Lindgren
hmm, if pPlayer = NULL then you can´t do pPlayer->IsNetClient().. - Original Message - From: "James Couzens" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Saturday, June 07, 2003 9:22 PM Subject: [hlcoders] SDK line crashing linux servers > if (!pPlayer || !pPlayer->IsNetClient()) >

Re: [hlcoders] Half-Life 2: Programming, Hmm?

2003-05-27 Thread Oskar Lindgren
Lovely :D - Original Message - From: "Erik Johnson" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Tuesday, May 27, 2003 11:41 PM Subject: RE: [hlcoders] Half-Life 2: Programming, Hmm? > The Source SDK will be similar to the existing Half-Life SDK in that it will > be C++ based, not a

[hlcoders] HL model format

2003-05-16 Thread Oskar Lindgren
-life do. I don´t mean using any models from HL(or the sdk), just using the compiler and format for our engine(we are thinking about using Quake2). The game will be available for downloads when it is done, for free, Open-Source. So valve; may we use your file format for our game? / Oskar Lindgren

Re: [hlcoders] SMD Exporter for max 5

2003-02-18 Thread Oskar Lindgren
The one for 3DsMax4 works.. - Original Message - From: "Phil" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Tuesday, February 18, 2003 7:41 PM Subject: [hlcoders] SMD Exporter for max 5 > Since I moved up to max 5, I've just noticed that there appears to be no > SMD exporter for max

Re: [hlcoders] SMD Exporter for max 5

2003-02-18 Thread Oskar Lindgren
The one for 3DsMax4 works.. - Original Message - From: "Phil" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Tuesday, February 18, 2003 7:41 PM Subject: [hlcoders] SMD Exporter for max 5 > Since I moved up to max 5, I've just noticed that there appears to be no > SMD exporter for max

Re: [hlcoders] 64 players servers are no problem... :-)

2002-04-15 Thread Oskar Lindgren
for once botman, you arn´t rigth. The only network controll you have to bulid is the one between the server, but the part about loseing voice is true if the servers are deadicated. So if a monster or a player moves this happens: entity id and now pos -> the "client" server -> the "client" server

[hlcoders] 64 players servers are no problem... :-)

2002-04-15 Thread Oskar Lindgren
Hi, I know that many people says that 64 players servers are impossible... but it can be done simple with winsock. The only problem can be that 56k players will be very laggy. Why? Because if you are 32 players the sever it/you send ~7kb/s and that would be ~14kb/s if you are playing with 64 play