[hlcoders] HL2 Gold

2004-10-18 Thread Ruari O'Sullivan
*VIVENDI UNIVERSAL GAMES ANNOUNCES PLANS TO LAUNCH THE MOST ANTICIPATED PC ACTION GAME OF 2004* /Half-Life/® /2/ to Ship to Retail Outlets Globally This Holiday Season *LOS ANGELES (October 18, 2004)* – Vivendi Universal Games (VU Games) today announced that /Half-Life/® ,/2/, the sequel to one of

Re: [hlcoders] HL2 Gold

2004-10-18 Thread Ruari O'Sullivan
Jeffrey "botman" Broome wrote: Alfred already said... "It should be soon (weeks, not months), we are working on it right now." righto - just curious really as to whether it'd be along before or simultaneously with the game. I'm feeling a bit impatient, I guess. :p -randomnine- _

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

2004-10-21 Thread Ruari O'Sullivan
VC++ 6.0 here, though if the whole SDK compiled for windows under gcc (say mingw) that'd be cool too. -randomnine- Alfred Reynolds 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 MS

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

2004-10-21 Thread Ruari O'Sullivan
Steven Guy wrote: or you could setup a custom build in VC6 to use a batch file that builds the files using the vs.net compile tools ...and give up debugging functionality in the process. -randomnine- ___ To unsubscribe, edit your list preferences, or view

Re: [hlcoders] Congrats Valve!

2004-10-23 Thread Ruari O'Sullivan
I definitely remember a bandwidth test on CS vs CS:S when the latter first came out. They were about even. -randomnine- tei wrote: Inversion for cybercafes can be too high, has HL1 still ran well on existing hardware. A new engine may need a huge investement on new hardware (mostly a new 3d card 20

Re: [hlcoders] So, what do you think of Half-Life2?

2004-11-17 Thread Ruari O'Sullivan
Aye, there were some things that have been done better by other engines, but Source is hardly weak in that regard itself. The character technology is way beyond anything out there. Though much of the scripted-sequence stuff could be considered just set-piece animation and thus nothing new - when yo

Re: [hlcoders] So, what do you think of Half-Life2?

2004-11-17 Thread Ruari O'Sullivan
Technically you're in the Mark 5 now, not the Mark IV. :p There were a lot more sound effects that were recycled, though - weapons, doors, machinery, enemies - and to me they kinda sounded out of place against the new sounds and visuals. -randomnine- They had to reuse the sound tracks, you're still

Re: [hlcoders] sdk release and a surprise ideas..

2004-11-30 Thread Ruari O'Sullivan
Hey, there it is. Didn't most people say they were still using MSVC++ 6? I know I am. Any chance of project files? If not, how about a makefile for g++? Digging the documentation so far. It's good to have something there. -randomnine- ___ To unsubscribe,

Re: [hlcoders] entity limit?

2004-12-06 Thread Ruari O'Sullivan
Does this include logical entities? Natural Selection was bumping up against the 1024 entity limit in HL1, and now with larger maps, map scripting through logical entities and potentially much higher player limits, I could see some problems. -randomnine- Yahn Bernier wrote: The engine currently has

Re: [hlcoders] sourcesdk.gcf question

2004-12-07 Thread Ruari O'Sullivan
I liked how the patch rolling out HL2DM stopped all Steam programs - including HL2 SP and Codename: Gordon - from working entirely for several hours for a number of users. Seemed like a good quarter or more. There's a reason why companies looking at corporate auto-patching systems always insist on

Re: [hlcoders] Re: vehicle_driver_eyes in Strider. Shake!!

2004-12-17 Thread Ruari O'Sullivan
Use 0.001 for the delay between the think events. Add another variable to the Strider giving the next 'real' think time, and only process the Strider think code every 0.1 seconds. Like this: void Strider::Think() { if (gpGlobals->curtime <= nextStriderThink) { // perform strider think code her

Re: [hlcoders] [OT] Server-side plugins and mod ownership (was: "Safe way" of setting weapon damages?)

2005-02-15 Thread Ruari O'Sullivan
Consider a mod using some kind of persistence to track stats, or reward players across games for putting in effort. This isn't so far-fetched; a mod could easily be a multiplayer persistent RPG somewhere between the instanced worlds model of Guild Wars and the more general model of shared worlds co

Re: [hlcoders] [OT] Server-side plugins and mod ownership

2005-02-16 Thread Ruari O'Sullivan
So why should I make it easy for you? -randomnine- Pavol Marko wrote: About your stats-issue: You can't trust my server. The minute I have your binaries on my server, I can change their behaviour without any server plugin. I could just disassemble and patch them. I could actually not run a server a

Re: [hlcoders] [OT] Server-side plugins and mod ownership

2005-02-17 Thread Ruari O'Sullivan
You can't trust clients, either. That doesn't stop us - or rather, Valve - working hard to make sure we can trust them just enough to keep cheaters out of our games. Developers of any multiplayer game have to engage in this arms race. It's nothing new. The point isn't to eradicate cheating, but to