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As a first stab at the problem, you might try calculating the distance
between the damaged entity and pevAttacker in TakeDamage. Then scale
flDamage inversely with respect to that distance.
Persuter
It's -l
Persuter
At 08:54 PM 6/15/2003 +0200, you wrote:
Florian Zschocke wrote:
botman wrote:
I believe the Valve MODs are compiled and linked with 'gcc' and not
'g++'. The g++ compiler is probably where you are getting the
standard C++ library (libstdc++) requirement from.
If you ling
If pPlayer is NULL, then !pPlayer will return true, in which case the
second part of the or statement will not get evaluated, so that's not the
problem.
Persuter
At 10:02 PM 6/8/2003 +0200, you wrote:
hmm, if pPlayer = NULL then you can´t do pPlayer-IsNetClient()..
- Original Message
.,
that it has not been initialized. There is no serious compiler that will not follow
the left-to-right rule, that's a fairly integral part of the C++ specification, which
is used a lot (it's used throughout the HL SDK, for example), and certainly they all
follow the correct precedence rules.
Persuter
energetic people. Certainly there is much duplication of effort in
everyone relearning things.
Persuter
At 07:20 AM 3/31/2003 -0600, you wrote:
Have a good look at botman's article at
http://www.planethalflife.com/botman/MOD_FAQ.shtml
A thousand links there.
It's too bad that no MOD coder has
I think he's talking about, like, that thing where it claims that it can
download a mod from the Internet in Half-Life. Anyway, 007, I don't think
anyone does that anymore.
Persuter
At 12:56 PM 3/24/2003 +1100, you wrote:
Register a mod?
But apart from that, 10 days isn't that long to be waiting
communicate with either the game dll or a metamod-type dll.
Persuter
At 08:43 PM 3/4/2003 +0100, you wrote:
First of all thx for the answer !
Here is my real question i will try to change it :)
Q: I looked many forums/newsgroups about the Hl programming client/server
side and i looked the metamod
Try checking out Botman's HPB bot and Beej's Guide to Network Programming
(google for them).
Persuter
At 08:55 PM 3/4/2003 +0100, you wrote:
Exactly: I would like to use as you say the (such as socket
communication, named pipes, etc.), and i would like to comunicate with
the client.dll and i
If you're not using one, you could set one of the iusers to it, I think.
Persuter
At 10:01 PM 2/2/2003 +1100, you wrote:
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Hi all,
Just after some conceptual help here on how you'd go about
I believe the specific deal was three souls (Newell, Bernier, and Birdwell)
in return for the most successful singleplayer and multiplayer
first-person-shooter ever. But this is just what my demonic contacts tell
me, and they're notorious liars.
Persuter
At 01:40 PM 1/28/2003 -0600, you wrote
I believe they all must be the same as player.mdl in the models directory.
Persuter
At 04:40 PM 1/21/2003 +, you wrote:
Hi,
Is it possible to use different bipeds for different player classes or do
they all have to go off whatever has been SET_MODEL'd for
anims,biped,collision boxes
Might want to try (CBasePlayer*)(CBasePlayer::Instance( pevAttacker )) instead.
Persuter
At 09:01 PM 12/11/2002 +00-03, you wrote:
I'd been working on coding out a money system for a while now, and recently
began work on having monsters give you money everytime you kill them. This
is where I'm
is hardly going to be much, since presumably people aren't going to be
getting disconnected en masse.
Persuter
At 10:07 AM 12/10/2002 -0800, you wrote:
I haven't found a way to detect drops from the server using the SDK
either (any elegant way that is, where it tells you). You could try the
brute
So far as I know, all you must do is go to the top of player.cpp and add it
to the list of m_playerSaveData[] via DEFINE_FIELD. Should be fairly
straightforward.
Persuter
At 07:56 PM 12/10/2002 +00-03, you wrote:
I've got a variable defind in player.h, in
class CBasePlayer : public
Ehh, this is the time to just take a deep breath, accept the fact that
there are assholes in the world, and move on. :)
Persuter
At 01:24 PM 12/4/2002 +, you wrote:
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I know this is slightly OT
:
http://www.createwindow.com/programming/crc32/
http://www.libpng.org/pub/png/spec/PNG-CRCAppendix.html
http://www.cis.ohio-state.edu/cgi-bin/rfc/rfc1952.html#sec-8
Persuter
At 03:01 PM 12/4/2002 +1300, you wrote:
Hi
I've been trying to do this for sometime without much luck :\
I would like
Paste the definition of your class and the definition of the function (if
they're long, just cut out everything except where it actually says void
Think( void ) in both cases).
Persuter
At 12:51 PM 11/19/2002 +, you wrote:
1.) A missing EXPORT macro in the functions declaration.. so
,
it starts to screw the framerate calculations up. Possibly the same thing
is going on.
Persuter
At 10:43 PM 11/9/2002 -0500, you wrote:
Actually, you SHOULD want to go by the frametime. I've never seen this
thing you report either, on a low end machine, or my current. It's the
same as when doing
It would probably be rally slow though, TriAPI slows down like crazy
with large additive transparency sprites.
Persuter
At 12:26 PM 10/28/2002 -0500, you wrote:
could you layer colored quads using billboard code? Wouldn't that be faster
? granted it wouldnt be as smooth as GL fog but it'd
in the spawn function or on the client side that is
simply part of the weapons code?
Thanks for any help.
Persuter
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for the help.
Persuter
At 10:30 AM 10/27/2002 -0500, you wrote:
I think that A is the crux of the thing not working in one sense. If you're
sending a message on the entities' spawn (or playing an event), the event
is sent to clients far before they are in a state to 'play the event'.
Why not cache
some
serious tracing, and it will probably take up a lot of CPU cycles.
Persuter
At 03:45 PM 10/12/2002 -0400, you wrote:
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Let's say in my game I want the player to be able to lasso an NPC, and
have
. :)
Persuter
At 06:04 PM 10/3/2002 -0700, you wrote:
We're ready to release version 2.3 of the Half-Life SDK. This latest
version of the Half-Life SDK changes format from previous versions.
Starting with version 2.3, the source code for both single-player and
multiplayer mods will be included
Sorry to spam, but I meant list of these bug FIXES, just in case that
wasn't clear.
Persuter
At 09:15 PM 10/3/2002 -0400, you wrote:
I have a question. What does it mean that the source code for both
single-player and multiplayer mods will be included in the same installer?
Weren't they always
Nope, doesn't work for me or icewolf. And I'm sure I'm typing in the right
one because it does something different than when you type in a wrong one.
In IE, it says Error: opener.location is not an object, and then takes you
to cgi-bin/login.pl which tries to close your window.
Persuter
At 07
viewing as well?
Thanks,
Persuter
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for particles to be displayed and one for trash particles to be
reused. Eventually what I might want to do is simply have an engine list
for the trash particles, so that all the systems can dip into the same
pool. Anyway, though, the current system is plenty fast.
Persuter
-Original Message
others that are based
on linked lists run perfectly fine.
Persuter
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED]] On Behalf Of Josh Coyne
Sent: Thursday, June 27, 2002 7:11 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Particle System
well he does
out
here. :-)
Persuter
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EXACTLY. So quit dissing Percy's poor particle system and answer his
OTHER question! /me points frantically.
Persuter
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED]] On Behalf Of Miguel Aleman
Sent: Thursday, June 27, 2002 10:34 PM
To: [EMAIL
I have considered it. Two problems: One is, I'm not quite sure how to
get the IP of the client from the server, or vice versa for that matter.
Secondly, I don't know UNIX sockets that well, and I'd have to port it
over for the Linux dedicated server. But it's something I've considered.
Persuter
Ron: what exactly is your question? The particle system recently
discussed, I believe, was mine, which is available for any mod that
wants it. It is currently being used in Quest, Hostile Intent, and
something by C4 Software.
Persuter
-Original Message-
From: [EMAIL PROTECTED
get you going up and down hills for
sure. I dunno about banking left and right.
Persuter
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED]] On Behalf Of botman
Sent: Friday, June 21, 2002 3:29 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] vehicles
Is water represented by a block or a plane? In the former case, you
could get the vertical size and the angle of the bullet and calculate
when the bullet would have passed through it. I have no idea, just
guessing here. :)
Persuter
-Original Message-
From: [EMAIL PROTECTED
discussion (unless of course
someone wants to start leaking TF2 source :), but I was just curious.
Please don't shoot me or anything.)
Persuter
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Shadowman's page in general is great:
http://www.planethalflife.com/hlsdk2/
and specifically this page
http://www.planethalflife.com/hlsdk2/sdk/understanding_the_monster_ai.ht
m
Persuter
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED]] On Behalf
in the same way, though.)
Persuter
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Cool. I thought it had, just thought I might be confusing Q1 and Q2.
Persuter
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED]] On Behalf Of botman
Sent: Saturday, June 08, 2002 7:54 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Confusing bit
Either that or they're about to get a Dynamix pulled on them.
Persuter
Always look on the brighter side of life
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED]] On Behalf Of Tim Holt
Sent: Thursday, June 06, 2002 11:19 PM
To: [EMAIL PROTECTED
I can't imagine it will be that long before Q2 source goes public
domain. Or has it already? I know Q1's did.
Persuter
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED]] On Behalf Of DeNiro
Sent: Friday, June 07, 2002 10:44 PM
To: [EMAIL PROTECTED
Cue: The inevitable system spec pissing contest. :)
Persuter
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED]] On Behalf Of Kuja
Sent: Sunday, May 12, 2002 7:24 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Re: triApi speed problems
Send it here
, origin );
This, however, somehow translates into the CAMERA position, not the view
angles. So, the cursor appears directly in the middle of your screen.
This code was working fine before the patch.
Persuter
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regardless of how close up it is. I don't think. :) If you want, send me
the files, I can take a look at them. You have defined
maxtrashparticles, btw, right? If not, news and deletes will take their
toll on the system (although again, 5 particles should not be doing this
regardless).
Persuter
Tried it. Numerous times. :)
Persuter
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED]] On Behalf Of Cortex
Sent: Tuesday, April 23, 2002 5:28 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Sprite problems
Rebuild ALL ???
- Cortex : mapper
I had a question about that: I remember with fog in 1108, things like
func_illusionary were not fogged. Is that part of this fix or will we
remain with fogged forests and unfogged bushes? D:
Persuter
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED
fix so you've probably already tried it, it just
seemed similar in many ways to the problem we were having (Valve's code
pooping out due to throwing way more at it than it was meant to handle).
Persuter
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED
the
value of this, I find that indeed it DOES have an address. But that
address is never returned, and the program proceeds as if nothing had
been returned from the function at all! It doesn't even throw errors.
It's very odd.
Any ideas?
Persuter
. Very nice for simple database applications, good SQL
stuff. Kudos. :)
Persuter
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED]] On Behalf Of Simon Rose
Sent: Friday, March 08, 2002 12:33 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] OT: what do
Dude. Seriously. Do it my way. Don't implement the TalkMonster code, it
does not have the follow code in it.
Read http://hlpp.valveworld.com/tuts/ai-description.html
Add the slFollow task to the HGrunt class.
:)
Persuter
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlcoders
Might also play around with the values in V_CalcGunAngle on the
client-side. You can use that to dynamically change the motion of the
gun.
Persuter
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED]] On Behalf Of [DRP]Avatar-X
Sent: Wednesday, February 13
.
But thanks, I'll be sure to keep this around for next time... :)
Persuter
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED]] On Behalf Of ReDucTor
Sent: Wednesday, February 13, 2002 4:29 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Map entities client
Well yeah, that's why I didn't care, just makes sense to cut down on
network traffic whenever possible, 'specially if it's easier.
Persuter
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED]] On Behalf Of Tom
Sent: Wednesday, February 13, 2002 12:38 PM
/me hugs his poor 700MHz clunker... Don't worry, you're just as good as
the rest of the computers, even if little handhelds can outperform you!
Don't let anyone tell you you're different!!!
:)
Persuter
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED
Ahhh, good, I was turning it over in my head and trying to figure out
what the hell he meant by the DSL sharing part of the 56K's load. Nice
to get confirmation on the preposterous factor.
Persuter
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED
But it's random stuff that all worked before. Something different
crashes the program each time, although there are certain entities,
.rects, CHudStamina, and CHudMapType that seem to crash it a lot.
Persuter
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL
something like hSprite in CHudHealth. The variables in the hud
element classes just sort of disappear. What could be causing this?
Persuter
Lead Coder of Hostile Intent
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED]] On Behalf Of Persuter
Sent: Saturday
Is there a way to access keyvalue info in the map from the client-side?
I keep on thinking you must be able to, since obviously the client side
has the map, but I haven't been able to find any way to do it.
Thanks,
Persuter
_
Do You
lol... this is a very odd cyclic thread, keeps doubling back on
itself...
Persuter
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED]] On Behalf Of Tim Holt
Sent: Wednesday, January 30, 2002 10:55 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Making
Nm, talked to randomnine on IRC. I just
had to increase MAXSTUDIOANIMATIONS in studio.h… Sorry about that, sometimes it’s
just right in front of your nose.
Persuter
-Original Message-
From:
[EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Persuter
Sent: Saturday
Hey Nusco, I know you released some files dealing with the Holywars LOD
technology. Is that available for download anywhere? I seem to have lost
my own copy of it, depressingly enough, and I now find myself working on
a mod where I really need it.
Thanks for any help.
Persuter
Well yeah I am planning to do that, but it'd be nice to have some code
there to look at while I'm doing it... :)
Persuter
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED]] On Behalf Of omega
Sent: Sunday, December 02, 2001 8:28 PM
To: [EMAIL PROTECTED
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