Re: [hlcoders] CS Damage system

2004-09-24 Thread Persuter
, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders 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

Re: [hlcoders] Linux compilation problem

2003-06-15 Thread 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

Re: [hlcoders] SDK line crashing linux servers

2003-06-08 Thread Persuter
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

Re: [hlcoders] SDK line crashing linux servers

2003-06-08 Thread Persuter
., 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

Re: [hlcoders] new to the list

2003-03-31 Thread 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

RE: [hlcoders] How do i get my mod registered?

2003-03-23 Thread Persuter
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

Re: [hlcoders] External Program?

2003-03-04 Thread Persuter
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

Re: [hlcoders] External Program?

2003-03-04 Thread Persuter
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

Re: [hlcoders] Triggering a door from the client

2003-02-02 Thread Persuter
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: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi all, Just after some conceptual help here on how you'd go about

Re: [hlcoders] Models and memory management

2003-01-28 Thread Persuter
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

Re: [hlcoders] [hlcoders]different bipeds for player models

2003-01-21 Thread Persuter
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

Re: [hlcoders] [hlcoders]

2002-12-11 Thread Persuter
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

Re: [hlcoders] a couple of issues

2002-12-10 Thread Persuter
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

Re: [hlcoders] Saving Variables

2002-12-10 Thread Persuter
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

Re: [hlcoders] What to do when people blatently steal your code?

2002-12-04 Thread Persuter
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: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I know this is slightly OT

Re: [hlcoders] Re: CRC/checksum on files

2002-12-03 Thread Persuter
: 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

RE: [hlcoders] ERROR: No EXPORT

2002-11-19 Thread Persuter
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

RE: [hlcoders] Monster YAW Speeds/Turn Rate

2002-11-09 Thread Persuter
, 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

Re: [hlcoders] Fog in Software Mode?

2002-10-28 Thread Persuter
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

[hlcoders] Problem with client-side events

2002-10-27 Thread Persuter
in the spawn function or on the client side that is simply part of the weapons code? Thanks for any help. Persuter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo

RE: [hlcoders] Problem with client-side events

2002-10-27 Thread Persuter
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

Re: [hlcoders] Rope attached to NPC?

2002-10-12 Thread Persuter
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: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Let's say in my game I want the player to be able to lasso an NPC, and have

Re: [hlcoders] Half-life SDK v2.3

2002-10-03 Thread Persuter
. :) 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

Re: [hlcoders] Half-life SDK v2.3

2002-10-03 Thread Persuter
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

RE: [hlcoders] Half-life SDK v2.3

2002-10-03 Thread Persuter
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

[hlcoders] Messing with vis

2002-09-28 Thread Persuter
viewing as well? Thanks, Persuter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

RE: [hlcoders] Particle System

2002-06-27 Thread Persuter
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

RE: [hlcoders] Particle System

2002-06-27 Thread Persuter
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

[hlcoders] Moving large amounts of data from client to server

2002-06-27 Thread Persuter
out here. :-) Persuter -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

RE: [hlcoders] Particle System

2002-06-27 Thread Persuter
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

RE: [hlcoders] Moving large amounts of data from client to server

2002-06-27 Thread Persuter
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

RE: [hlcoders] Particle System

2002-06-26 Thread 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

RE: [hlcoders] vehicles

2002-06-22 Thread Persuter
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

RE: [hlcoders] Water Surface Points?

2002-06-15 Thread Persuter
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

[hlcoders] Team Fortress II

2002-06-15 Thread Persuter
discussion (unless of course someone wants to start leaking TF2 source :), but I was just curious. Please don't shoot me or anything.) Persuter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http

RE: [hlcoders] Understanding the AI

2002-06-14 Thread Persuter
/ai_tut3.htm 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

[hlcoders] Problem with DispatchUserMsg

2002-06-09 Thread Persuter
in the same way, though.) Persuter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

RE: [hlcoders] Confusing bit of code in the HL AI

2002-06-08 Thread Persuter
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

RE: [hlcoders] Confusing bit of code in the HL AI

2002-06-07 Thread Persuter
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

RE: [hlcoders] Confusing bit of code in the HL AI

2002-06-07 Thread Persuter
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

RE: [hlcoders] Re: triApi speed problems

2002-05-12 Thread Persuter
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

[hlcoders] New patch and view angles

2002-05-11 Thread Persuter
, 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 ___ To unsubscribe, edit your list preferences

RE: [hlcoders] triApi speed problems

2002-05-11 Thread Persuter
, 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

RE: [hlcoders] Sprite problems

2002-04-24 Thread 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

RE: [hlcoders] Fog, sprites, and 1.1.0.9

2002-04-24 Thread Persuter
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

RE: [hlcoders] SITWFODF1D #1

2002-04-23 Thread Persuter
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

[hlcoders] Sprite problems

2002-04-22 Thread Persuter
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

RE: [hlcoders] OT: what do langauge microsoft use for their apps?

2002-03-09 Thread 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

RE: [hlcoders] hgrunt code

2002-02-20 Thread Persuter
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

RE: [hlcoders] Weapon Recoil

2002-02-13 Thread Persuter
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

RE: [hlcoders] Map entities client-side

2002-02-13 Thread Persuter
. 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

RE: [hlcoders] Map entities client-side

2002-02-13 Thread Persuter
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

RE: [hlcoders] Valve - confirm/shatter a myth for me

2002-02-12 Thread Persuter
/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

RE: [hlcoders] Valve - confirm/shatter a myth for me

2002-02-11 Thread Persuter
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

RE: [hlcoders] More Message Problems

2002-02-10 Thread Persuter
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

RE: [hlcoders] More Message Problems

2002-02-09 Thread Persuter
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

[hlcoders] Map entities client-side

2002-02-08 Thread Persuter
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

RE: [hlcoders] Making WorldCraft's editing area bigger?

2002-01-30 Thread Persuter
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

RE: [hlcoders] Studiomdl errors

2002-01-26 Thread Persuter
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

[hlcoders] LOD stuff

2001-12-02 Thread Persuter
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

RE: [hlcoders] LOD stuff

2001-12-02 Thread 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