Re: [hlcoders] Client side radar question

2003-11-24 Thread RDG O'Sullivan
extern vec3_t v_origin, v_angles; These are declared in view.cpp, and are updated every frame prior to rendering. -randomnine- > I have completed a clientside vgui radar which works with player coordinates > entirely found in the client code. However, this works fine and all, but the > coordinat

RE: [hlcoders] i needed to post this; opinions please;)

2003-10-24 Thread RDG O'Sullivan
> Also my loading does MipMap as well for the sake of speed over > distances. this fella says it best: "The two main problems with texture mapping are the following: - if a texel covers many pixels, you get a patchwork quilt of the texture. - if a pixel covers many texels, you get ugly flashing

[hlcoders] PNG format

2003-10-24 Thread RDG O'Sullivan
Message-ID: <[EMAIL PROTECTED]> Priority: NORMAL X-Mailer: Execmail for Win32 Version 5.0.1 Build (55) MIME-Version: 1.0 Content-Type: Text/Plain; charset="us-ascii" Return-Path: [EMAIL PROTECTED] X-OriginalArrivalTime: 25 Oct 2003 03:56:31.0605 (UTC) FILETIME=[F9B61250:01C39AAB] > JPG support? Th

RE: [hlcoders] Stupid ?'s

2003-09-17 Thread RDG O'Sullivan
> Assuming the motd html parser is IE (and it probably is, its the > simplest way of doing it) > > http://www.securityfocus.com/bid/7806/info/ > > Run a cstrike 1.6 server and create an army of trojaned machines... nice. yeah, fair enough - and probably worth checking out...but if the parser *is*

RE: [hlcoders] Stupid ?'s

2003-09-16 Thread RDG O'Sullivan
> I'm sure someone will find something. You can't just dump HTML parsing > in the MOTD VGUI routines and expect it to be bug free. when was the last time you saw a pure HTML exploit in a modern browser? HTML is a data format, not a programming language. About the worst you could do is crash the br

Re: [hlcoders] (no subject)

2003-07-18 Thread RDG O'Sullivan
On Thu, 17 Jul 2003 20:53:23 -0700 Chris Foss <[EMAIL PROTECTED]> wrote: > I agree, but perhaps it's better off in CHud::VidInit... > - Original Message - > From: "@lph@ Bet@" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Thursday, July 17, 2003 7:30 PM > Subject: [hlcoders] (no s

RE: Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)

2003-06-02 Thread RDG O'Sullivan
On Mon, 2 Jun 2003 14:14:05 +1200 Phil <[EMAIL PROTECTED]> wrote: > > Aren't there tools that'll do that automatically? From what I've heard > > the compiled ASM runs as fast as the original C++, even. > > ASM runs much faster than C++ because it's a lower-level programming > language. Some could

RE: Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)

2003-06-02 Thread RDG O'Sullivan
> > /me wonders how hard it would be to port the source to Java... > > /me wonders how hard it would be to port the source to ASM... Aren't there tools that'll do that automatically? From what I've heard the compiled ASM runs as fast as the original C++, even. Exactly as fast. :p -randomnine- __

Re: Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)

2003-06-02 Thread RDG O'Sullivan
> Anyway, I'm sorry if that sounded arrogant. I should have added: "most > people I talked with about that". :) I've met lots of persons who think that > script languages are "toy languages", which is not justified by the current > state of the art (http://home.pacbell.net/ouster/scripting.html).

Re: Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)

2003-06-02 Thread RDG O'Sullivan
> Anyway, that's all for the sake of chatting. Now we know that we'll > be able to use C++ in HL2. Still, I think it would be great if they > added a good script language as a second option. /me wonders how hard it would be to port the source to Java... -randomnine- __

Re: [hlcoders] estimated release date foe hl2 sdk?

2003-05-31 Thread RDG O'Sullivan
> I seem to remember seeing that the SDK for HL2 will be released ahead of the full game. Is there a target release date for the SDK? I doubt this applies to us. A coding SDK would be basically useless without a copy of the engine. Even with well documented APIs, though then we'd at least be able

RE: [hlcoders] c++ vs. scripts

2003-05-29 Thread RDG O'Sullivan
> > Any person who is not trained in the basics of programming (algorithms + > > data = programs) and how to express them in a computer language is > > -- by definition -- not a programmer. This is the same distinction > > made between real "hackers" and mere "script kiddies". > > The way you say

Re: [hlcoders] c++ vs. scripts

2003-05-27 Thread RDG O'Sullivan
> Assuming there is a scripting language it will have been used to > create HL2 and to allow the engine to work with other games just as > well. The power Valve had to create HL2 isnt enuff for you? :) In that hypothetical case, Valve would have had the option of extending their proprietary script

Re: [hlcoders] c++ vs. scripts

2003-05-27 Thread RDG O'Sullivan
> On the subject of 'Half-life being the biggest mod community', yes, this is > true however it was also pretty much the first as well, it was a few years > before we saw other games which could be modable. However biggest doesnt > mean best, look at every mod we've seen for HL, 99% of them are 'oh

Re: [hlcoders] Client initialisation time?

2003-03-20 Thread RDG O'Sullivan
alternatively, seek out a place on the client that's called only while 3D rendering is going on and not during level changes, and do a client-side screen fade when it first starts and whenever the map name changes. that'd be completely reliable, even on dodgy connections. -randomnine- > > I want

RE: [hlcoders] Motion Blur

2003-03-18 Thread RDG O'Sullivan
i've done this sort of thing a couple of times without using the accumulation buffer: accum buffer and stencil buffer aren't always around and i don't think HL requests either of them, so they're usually a bit dodgy and often software emulated. look at glCopyTexSubImage2D. the idea is, you copy th