Re: [hlcoders] Third person player / Developer mode

2002-05-17 Thread _Phantom_
from the problems we had with Erads with regarding models from what I can tell the server uses the model.mdl for all its' calcs and unless ya tell it otherwise the client uses the same model (this played merry hell when we was using oversized hulls for the large robots as the hit boxes was all out

Re: [hlcoders] Half-life demo tools

2002-05-14 Thread _Phantom_
iirc the only way to do it is to decrypt the HL protocol, which hasnt been done since HL's release, now.. assuming you mange it you then open the door for yet more cheats and hacks.. it's a bad bad plan - Original Message - From: "Kuja" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: We

Re: [hlcoders] UTIL_SetSize

2002-04-25 Thread _Phantom_
this is the code used for func_dave (dont ask) in the Erads mod, which is basical a box used to select class and rearm, this makes a solid, useage model which can be anysize : void CAmmoclass::Spawn( void ) { Precache(); SET_MODEL( ENT(pev), "models/ammobox.mdl" ); UTIL_SetOrigin( pev

Re: [hlcoders] Need new content...

2002-04-21 Thread _Phantom_
You say about CD keys being secure, however thats not true, I know someone personaly who has acopy of HL but yet some of the time cant play online because someone happens to have the same CD key as 'im, probably via a keygen, heck this person has even been ban'd from the BY servers using this CD k

Re: [hlcoders] 1109 to contain any code we should know about?

2002-04-21 Thread _Phantom_
Fair nuff about the 'no Linux client for HL' but it's my understanding that Steam is a system which is unrelated to HL (other than it being used to launch net games and for mods) therefore as to if there is a HL for Linux or not isnt really important, but as to if the client software is going to b

Re: [hlcoders] 1109 to contain any code we should know about?

2002-04-20 Thread _Phantom_
y code we should know about? > There doesn't seem to a linux version of HL so I don't think that > bringing steam across would help(sure, you could load up steam, but you > wouldn't be able to play). > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EM

Re: [hlcoders] 1109 to contain any code we should know about?

2002-04-20 Thread _Phantom_
Just out of intrest, is there any plans to make a Linux Steam client? Granted the games dont exist yet, but are their any plans to head in that direction? - Original Message - From: "Philip (Fiber)" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Sunday, April 21, 2002 1:36 AM Subject:

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

2002-04-15 Thread _Phantom_
two words : April. Fool. :) - Original Message - From: "Tom" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Monday, April 15, 2002 4:13 PM Subject: Re: [hlcoders] 64 players servers are no problem... :-) rewriting the netcode - erm why? You'll bodge it Thought the guy from DOD said

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

2002-04-15 Thread _Phantom_
given todays hardware thats hardly a problem... the Erad test box was/is running the Erads server and a CS1.3 server at the same time, and the Blueyonder GSP run 3 CS games on one machine at once I was gonna say about the network lag but someone got there first ;) - Original Message - Fr

Re: [hlcoders] little app

2002-04-15 Thread _Phantom_
- Original Message - From: "Ralph Hartley" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Monday, April 15, 2002 4:00 PM Subject: Re: [hlcoders] little app > Commando wrote: > > This should work on all systems; > > No It SHOULDNT work on ANY system. There may be systems on which it >

Re: [hlcoders] Scaling Half-Life

2002-03-30 Thread _Phantom_
http://www.nofadz.com/blackened/hltuts/rescale.html - Original Message - From: "MaJ-ReD" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Saturday, March 30, 2002 7:31 PM Subject: [hlcoders] Scaling Half-Life > This is a multi-part message in MIME format. > -- > [ Picked text/plain fro

Re: [hlcoders] test mail...

2002-03-27 Thread _Phantom_
hehe, that end bit is like a sign which says 'Dont read this' :D - Original Message - From: "Christopher Long" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Thursday, March 28, 2002 12:41 AM Subject: [hlcoders] test mail... > This is a multi-part message in MIME format. > -- > [ Pic

Re: [hlcoders] [OT] Compiling the SDk

2002-03-24 Thread _Phantom_
I only have two problems with XP personaly, one is a major one (it not liking my ABit KT7-RAID mobo, taking 4h to try and install and THEN trashing my RAID array) and the second is it's too damned bright and TellyTubbyish... I'm sticking with Win2K until I can make SuSE7.3 do everything I want :)

Re: [hlcoders] Half Life engine limitations. *VALVe: Look here*

2002-03-17 Thread _Phantom_
http://coding.valve-erc.com The Coding Collective also has an online reference of all the SDK docs, along with some other articals that might be intresting - Original Message - From: "Christopher Long" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Sunday, March 17, 2002 10:07 AM Subj

Re: [hlcoders] Solid Vehicles

2002-03-13 Thread _Phantom_
hehe s'not that hard... once ya know what ya doing :D - Original Message - From: "Neale Roberts" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Wednesday, March 13, 2002 7:22 PM Subject: Re: [hlcoders] Solid Vehicles > n..not custom hulls! Don't do it! > > > - Original Me

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

2002-03-07 Thread _Phantom_
I read something on java.sun.com a while back which said, a complier has reached maturity when the next generation of complier can be made on it.. this was in reference to Java at the time, but as you can see it can be applied to M$'s VC++ - Original Message - From: "Simon Rose" <[EMAIL P

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

2002-03-07 Thread _Phantom_
C# is too new to have been used for stuff like that... however I dare say M$ will start using C# for UI stuff and maybe for light tasks. - Original Message - From: "Pat Magnan" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Thursday, March 07, 2002 6:32 PM Subject: Re: [hlcoders] OT: w

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

2002-03-07 Thread _Phantom_
I doubt asm tbh... most probably done in Visual C++ (using a combo of C++ and C) - Original Message - From: "Oskar 'Zoot' Lindgren" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Thursday, March 07, 2002 5:39 PM Subject: Re: [hlcoders] OT: what do langauge microsoft use for their apps?

Re: [hlcoders] Egon gun - Yellow beam or Blue beam?

2002-03-05 Thread _Phantom_
which drivers are you running? the one that came with WinXP or Nvidia's Det. drivers for XP? - Original Message - From: "Nathan Taylor" <[EMAIL PROTECTED]> To: "HLCoders" <[EMAIL PROTECTED]> Sent: Monday, March 04, 2002 9:01 PM Subject: Re: [hlcoders] Egon gun - Yellow beam or Blue beam?

Re: [hlcoders] SDK Differences

2002-02-28 Thread _Phantom_
the other reason for downloading the full sdk is your nosey and have more download speed than sense :D I'm on a CM and I'm nosey... guess which I got ;) - Original Message - From: "Commando" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Thursday, February 28, 2002 10:51 PM Subject: R

Re: [hlcoders] What is C#

2002-02-27 Thread _Phantom_
> -Original Message- > > > From: Tom [mailto:[EMAIL PROTECTED]] > > > Sent: Wednesday, February 27, 2002 10:59 AM > > > To: [EMAIL PROTECTED] > > > Subject: Re: [hlcoders] What is C# (was : Argh!) > > > > > > if its ms' version of java,

Re: [hlcoders] Argh!

2002-02-27 Thread _Phantom_
I've not had any problems with VS.Net and our Mod, in fact, the debug dlls it produces have dropped in size, and it complied first time on switch, in fact I made a new VS.Net Soloution adn included the dll and cl_dll for nice one step building :) Now, if I could just work out why its not coping th

Re: [hlcoders] What is C# (was : Argh!)

2002-02-27 Thread _Phantom_
Dont suppose you have any bench marks to back up that statement do you? As much as I dislike the idea of M$ controling everything I wont knock a lang until I've either (a) tried it or (b) seen enuff benchmarking on fair tests to say its no good. As for it being evern slower than Java (by which yo

Re: [hlcoders] Argh!

2002-02-26 Thread _Phantom_
hehe, that's a question many ppl having been asking for a while ;) one major use is for NT server based server side (ASP.Net I belive) , someone I know was on about it being a complied lang and thus faster that traditional Scripts (VBScript or JScript) It is in fact portable as well, there is a

Re: [hlcoders] server crash's with bots and clients

2002-02-23 Thread _Phantom_
>From you code below : BotCreate( NULL, arg1, arg2, arg3, arg4 ); Where is arg1 -> 4 setup? - Original Message - From: "SmiLeY" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Sunday, February 24, 2002 4:48 AM Subject: [hlcoders] server crash's with bots and clients > This is a mul

Re: [hlcoders] OT - Pertains to coding in a way :\

2002-02-22 Thread _Phantom_
/me throw in 2p worth System Information report written at: 22/02/2002 19:00:14 [IRQs] IRQ Number Device 9 Microsoft ACPI-Compliant System 11 NVIDIA GeForce3 Ti 200 11 VIA USB Universal Host Controller 11 VIA USB Universal Host Controller 11 Creative SB Live! (WDM) 11 RPTI RTL8029-Based PCI Ethe

Re: [hlcoders] External communication

2002-02-20 Thread _Phantom_
s'not hard to find the OGC source (google) , I've got a copy of the version7 code now, used to be @ one web site, however last I checked it was closed. tbh, OGC is a good bit of coding, just a shame about it's use :( and for those that wanna know, I have OGC code so I can (a) see how it work, (b

Re: [hlcoders] Single Player modding.

2002-02-18 Thread _Phantom_
of us on the list are not part of a MOD/Project :) > I have been playing with the SDK out of pure fund and enjoyment (not > matter how sick it sounds) > > -Ron > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED]] On Behalf Of _Phantom_ >

Re: [hlcoders] Single Player modding.

2002-02-18 Thread _Phantom_
- Original Message - From: "Nathan Taylor" <[EMAIL PROTECTED]> To: "HLCoders" <[EMAIL PROTECTED]> Sent: Monday, February 18, 2002 11:15 PM Subject: Re: [hlcoders] Single Player modding. -- [ Picked text/plain from multipart/alternative ] I'm not going to bitch like the last time, but is

Re: [hlcoders] Info on a client command

2002-02-07 Thread _Phantom_
along the lines of "why reinvent the wheel" > > > if someone knows, why not spill the beans so we all can learn a little > > > something.. > > > > > > > -Original Message- > > > > From: Nicolai Haehnle [mailto:[EMAIL PROTECTED]] > > >

Re: [hlcoders] Info on a client command

2002-02-07 Thread _Phantom_
> Am Donnerstag, 7. Februar 2002 16:52 schrieb _Phantom_: > > How does this work when there are two keys bound to one action then? > > eg > > > > bind "[" "invprev" > > bind "]" "invnext" > > bind "MWHE

Re: [hlcoders] Info on a client command

2002-02-07 Thread _Phantom_
s the keyname to which a binding string is bound. E.g., if > TAB is bound to +use then searching for +use will return "TAB" > > - Adrian > > > -Original Message- > From: _Phantom_ [mailto:[EMAIL PROTECTED]] > Sent: Thursday, February 07, 2002 12:14 AM

[hlcoders] Info on a client command

2002-02-06 Thread _Phantom_
morning, could someone please give me some info on the following client command (found in cl_enginefunc_t in cl_dll.h) const char *( *Key_LookupBinding ) ( const char *pBinding ); what would ya put in and what would it give out? Do ya feed in say '+altfire' and get out the key which is bou

Re: [hlcoders] HLDSK2.2 HLDM weapons broke?

2002-02-06 Thread _Phantom_
you sure you not using the beta2.2sdk? as I seam to recall these issues being fixed with the release of the full2.2sdk final version - Original Message - From: "Tom" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Wednesday, February 06, 2002 12:59 PM Subject: [hlcoders] HLDSK2.2 HLDM w

Re: [hlcoders] Need some implimentation assistance

2002-02-05 Thread _Phantom_
- Original Message - From: "Yacketta, Ronald" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Wednesday, February 06, 2002 3:08 AM Subject: [hlcoders] Need some implimentation assistance > Folks, > > I am looking to code a new rifle into my mod, the file I am looking to > code is very

Re: [hlcoders] Weapon selection and mouse wheel

2002-02-05 Thread _Phantom_
mouse wheel > isn't it in ammo.cpp around line 1110 :) cause i have messed with it and i'm > pretty sure thats what your after. it draws all the buckets and the weapons > that drop down when that bucket is selected. > > - Original Message - > From: _Phanto

[hlcoders] Weapon selection and mouse wheel

2002-02-05 Thread _Phantom_
ello all I've been hunting about the client.dll for sometime now looking for the code which controls the weapon selection 'buckets' at the top of the screen, and I cant for the life of me find it, so would I be correct in thinking it's handled in the engine somewhere? Also, the mouse wheel, havi

Re: [hlcoders] organisation question

2002-02-01 Thread _Phantom_
another option is CVS, which allows for the same check in/check out I belive VSS allows for. - Original Message - From: "Bossaller, John" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Friday, February 01, 2002 4:16 PM Subject: RE: [hlcoders] organisation question > Use Visual Sourc

Re: [hlcoders] Immersion Touchsence Technology.

2002-01-25 Thread _Phantom_
ha! pre-empted!! I r having the SDK for the Immersion software on computer :D /me knew there was another feature you'd added recently - Original Message - From: "Neale Roberts" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Friday, January 25, 2002 9:54 AM Subject: Re: [hlcoders]

[hlcoders] bizzare model switching problem

2002-01-21 Thread _Phantom_
lo ppl Well, after Jeff and Ken helpped sort the hull 3/hit box issue out I've made the changes to the Eradicators code, and we now have a 9ft tall robot which has the hit boxes of a 9ft tall robot and not a normal human floating... However, we now have another problem, when the Eradicator kills

Re: [hlcoders] Hull3?

2002-01-20 Thread _Phantom_
> > > > 5) For display, the client uses a number of different methods to > > override > > > > the model is shows for any given player, most commonly through > something > > > > like: "m_pRenderModel = > > > IEngineStudio.SetupPlayerModel( m_nPlayerIndex );". > > > > As a test, you should elimiate

Re: [hlcoders] Hull3?

2002-01-20 Thread _Phantom_
> > 5) For display, the client uses a number of different methods to override > > the model is shows for any given player, most commonly through something > > like: "m_pRenderModel = > IEngineStudio.SetupPlayerModel( m_nPlayerIndex );". > > As a test, you should elimiate these overrides and change

Re: [hlcoders] Hull3?

2002-01-19 Thread _Phantom_
> Lets try sending this again :} > > > > ah, I follow you, and the SetObjectCollisionBox() takes the boxes values > > > from pev->mins and pev->maxs (in CBaseEntity at least, which is what > > > CBasePlayer uses). > > > So, if the models hull box is correct (ie it's colliding with world > object >

Re: [hlcoders] Hull3?

2002-01-17 Thread _Phantom_
tside their collision > box, entities get linked into visibility/collision leafs based on their > collision box size, so if it's too small the engine will optimize out > rendering and intersection tests when it shouldn't. > > -Original Message- > From:

Re: [hlcoders] Hull3?

2002-01-17 Thread _Phantom_
Correct me if I'm wrong, but, this email implys that hull size (should) have no effect on hit boxes as long as the are defined right and the client and server are both running the same model? - Original Message - From: "Ken Birdwell" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Thurs

Re: [hlcoders] Weapons anims

2002-01-15 Thread _Phantom_
Just a minor point, when switching to the 2.2SDK you did do a COMPLETE recomplie of BOTH the CLIENT and SERVER dlls? because I didnt once and I was getting anim problems, and invalide messages etc until I fixed it (we wasnt using any client dll changes at the time so an old 2.0 sdk client dll was

Re: [hlcoders] U better then HL

2002-01-13 Thread _Phantom_
but enff of the Quake engine is left to make some of the Q1 and Q2 source understandable from a first look :D     Rob   "cause I dont wanna be a heroand I dont wanna be a zero" - Feeder, TurnJon Henry Lee, Your memory will live on in your fans and your music, Rest In Peace - Original M

Re: [hlcoders] it's quiet...too quiet

2002-01-11 Thread _Phantom_
Collages, Schools and Uni's will all be starting back, so ppl involved in projects at one of those places might well have taken a break until they get their time tables sorted and can find time to do stuff Other of us dont have problems we need to ask about yet, or cant help with current problems

Re: [hlcoders] 'using' an object

2002-01-08 Thread _Phantom_
RAAAR!! thx ye :) Fixed it, suprised I didnt spot that common link meself... ah wel, working now :) - Original Message - From: "botman" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Tuesday, January 08, 2002 9:12 PM Subject: Re: [hlcoders] 'using' an object > > I've got a slight pro

[hlcoders] 'using' an object

2002-01-08 Thread _Phantom_
lo I've got a slight problem, we are using an ammo box much like Firearms to let ppl rearm and get more armor etc, however try as I might I cant get the thing to accept 'use' messages After a bit of trying I got the thing solid, which is a step in the right direction.. but it wont let me use it :

Re: [hlcoders] ogc required to play??

2002-01-05 Thread _Phantom_
I dont think OGL is open source per say, I belive it's an open standard and ppl are allowed to produce their own OGL drivers to extend the base fucntionality (ala Nvidia et al) but you have to probably sign all kinds of agreements. also, the opengl.dll file you have installed on your system is fo

Re: [hlcoders] ogc required to play??

2002-01-04 Thread _Phantom_
I like this idea, however I can this this problem with this approch. You are still relieing on code executed on a client which could be hacked, and u need a function to call that code, what is to stop a hacked client from downloading the code, not running it and just returning the data that that c

Re: [hlcoders] ogc required to play??

2002-01-03 Thread _Phantom_
reply below.. - Original Message - From: "Nicolai Haehnle" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Thursday, January 03, 2002 3:31 PM Subject: Re: [hlcoders] ogc required to play?? > Am Mittwoch, 2. Januar 2002 22:56 schrieben Sie: > > "Then the hook only need to listen on the

Re: [hlcoders] Happy New Year!

2001-12-31 Thread _Phantom_
 Happy New Year ppl belated but it wasnt my fault.. the pub was inviting ;)   Heres to 365 more days to f'k up ;) Heres to more coding than is good for you ;) and heres to the fact we made it thought another year remember your friends and remember the ppl who didnt make it   - Origina

Re: [hlcoders] FP charging

2001-12-29 Thread _Phantom_
still available.  ...Sorry for the segue.  It's an interesting digression.   -Tim Faehnle - Original Message - From: _Phantom_ To: [EMAIL PROTECTED] Sent: Friday, December 28, 2001 6:43 PM Subject: Re: [hlcoders] FP charging Tha

Re: [hlcoders] FP charging

2001-12-28 Thread _Phantom_
waited too long for something... - Original Message - From: _Phantom_ To: [EMAIL PROTECTED] Sent: Friday, December 28, 2001 5:40 PM Subject: Re: [hlcoders] FP charging   But, the point is

Re: [hlcoders] FP charging

2001-12-28 Thread _Phantom_
something... - Original Message - From: _Phantom_ To: [EMAIL PROTECTED] Sent: Friday, December 28, 2001 5:40 PM Subject: Re: [hlcoders] FP charging But, the point is, they are not selling your work, they are selling a faster downlo

Re: [hlcoders] FP charging

2001-12-28 Thread _Phantom_
h large corporations such as GSI, I shouldn’t have to patrol FP looking for violations – they should not be breaking the law in the first place.   What we’re discussing is the ethical implications of FP essentially making money off our work.   david   -Original Message

Re: [hlcoders] FP charging

2001-12-28 Thread _Phantom_
I have an inkling that FP never asked for our permission with FLF.They just saw a new version up, and went ahead and mirrored it (and nowthey're charging for it)david-Original Message-From: _Phantom_ [mailto:[EMAIL PROTECTED]] Sent: Friday, December 28, 2001 1:02

Re: [hlcoders] FP charging

2001-12-28 Thread _Phantom_
e burning a CDROM with Counter-Strike, FLF, and DOD on it, then selling it for $1.00 (for the cost of the CD of course!) and then $8.00 shipping and handling. david -Original Message- From: _Phantom_ [mailto:[EMAIL PROTECTED]] Sent: Friday, December 28, 2001 9:29 AM To: [EMAIL PROTECTED] Subj

Re: [hlcoders] what a bloody n00b

2001-12-28 Thread _Phantom_
arent that great) can be covered montly > > by say, 50 people paying that. (i used to admin stuff that was faster;p) > > look how many people there are on the planet ;p > > -omega > > Blackened Interactive > > http://www.nofadz.com/blackened > > IRC: irc.gamesnet.

Re: [hlcoders] FP chargesd (was what a bloody n00b)

2001-12-28 Thread _Phantom_
NE desided to do that then the money they would be using for hosting charges etc would vanish and FP would shut down as it wouldnt be viable. > -omega > Blackened Interactive > http://www.nofadz.com/blackened > IRC: irc.gamesnet.net channel: #blackened-interactive > Assistant Code

Re: [hlcoders] what a bloody n00b

2001-12-28 Thread _Phantom_
d Interactive > http://www.nofadz.com/blackened > IRC: irc.gamesnet.net channel: #blackened-interactive > Assistant Coder, Underhive (http://www.underhive.com) > > > - Original Message - > From: "_Phantom_" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]>

Re: [hlcoders] what a bloody n00b

2001-12-28 Thread _Phantom_
I download at all kinds of times, mostly when the US are up as well, I've never had to wait longer than 40mins for a file off one of the main servers (last one was RtCW multiplayer demo) I dont have the money to pay atm so I dont and use the free system As for charging, tech the are charging u so

Re: [hlcoders] Happy Christmas!

2001-12-24 Thread _Phantom_
drunkard :P - Original Message - From: "Neale Roberts" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Monday, December 24, 2001 11:19 PM Subject: [hlcoders] Happy Christmas! > Happy Christmas to one and all! > > > > > ___ > To unsubscribe,

Re: [hlcoders] VALVe: GMAX?

2001-12-20 Thread _Phantom_
I think it's coz ya didnt quote any of the message, thus ppl didnt know which bit ya was following up to... - Original Message - From: Gareth Llewellyn To: [EMAIL PROTECTED] Sent: Friday, December 21, 2001 8:16 AM Subject: Re: [hlcoders] VALVe: GMAX? Pha

Re: [hlcoders] VALVe: GMAX?

2001-12-20 Thread _Phantom_
got a time machine? - Original Message - From: Nathan Taylor To: HLCoders Sent: Thursday, December 20, 2001 11:29 PM Subject: Re: [hlcoders] VALVe: GMAX? Zoot the hardcore engine programmer at Gearbox Software, I can read the news lines now...  :)  

Re: [hlcoders] LOD stuff

2001-12-02 Thread _Phantom_
I've got some LOD code, I did a search on the old mailing list about it a while back, anyways, if no one comes up with the goods by tomorrow afternoon (3pm GMT) then I'll either upload it somewhere or mail it to the ppl who want it :D - Original Message - From: "omega" <[EMAIL PROTECTED]

Re: [hlcoders] Submodel hitboxes (hitting a player's shield)

2001-11-30 Thread _Phantom_
Have you added code to the 'takedamage' function to test if it's hitting the hitbox for the shield? Coz, I belive I'm right in saying, if you dont trap WHERE on the person it hits it just does straight weapon damage without any skill bonus' to the player. - Original Message - From: "Georg

Re: [hlcoders] Overflow problem

2001-11-28 Thread _Phantom_
units per 10 seconds. That would reduce the net > > traffic due to > > the armour message by a factor of 10. Or you could just > > predict the armour > > regeneration on the client side, and eliminate the messaging > > entirely (except > > for when the player

Re: [hlcoders] Overflow problem

2001-11-28 Thread _Phantom_
--- - Original Message - From: _Phantom_ To: [EMAIL PROTECTED] Sent: Tuesday, November 27, 2001 11:38 PM Subject: [hlcoders] Overflow problem loFor some reason we can't track down the current version of the code isdrop

Re: [hlcoders] Overflow problem

2001-11-27 Thread _Phantom_
hehehe, nice idea.. I'll consider it when I got alot of money :D - Original Message - From: [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, November 27, 2001 11:59 PM Subject: Re: [hlcoders] Overflow problem Pay Valve a load of money for the HL engine code and then modify the amo

Re: [hlcoders] Overflow problem

2001-11-27 Thread _Phantom_
Ah, yes, ta Leon and Botman.. I think I've worked it out... the armor regenerates for the whole game, so it's probably those armor messages that are causing the problem (100 -> 6000 takes a while) as that was the only major change since the last test. So, I now need a new way around it... __

[hlcoders] Overflow problem

2001-11-27 Thread _Phantom_
lo For some reason we can't track down the current version of the code is dropping clients out with the error : SZ_GetSpace: overflow on netchan->message WARNING: reliable overflow for Now, I've done a global search for SZ__GetSpace, netchan, and 'WARNING ... ' for both client and server and c

Re: [hlcoders] Hitting a weapon p model

2001-11-20 Thread _Phantom_
Ok, for those who dont know the classes work like this, the class to the left is a subclass of the one to the right : CBasePlayerWeapon -> CBasePlayerItem -> CBaseAnimating -> CBaseDelay -> CBaseEntity CBaseMonster -> CBaseToggle -> CBaseAnimating -> CBaseDelay -> CBaseEntity Now, having looked

Re: [hlcoders] Function run in client.dll everytime the client moves?

2001-11-16 Thread _Phantom_
run in client.dll everytime the client moves? > What is the function name? PM_Move? > - Original Message - > From: "_Phantom_" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Friday, November 16, 2001 5:21 PM > Subject: Re: [hlcoders] Functio

Re: [hlcoders] Function run in client.dll everytime the client moves?

2001-11-16 Thread _Phantom_
everytime the client > moves? > > > > I programmed a particle engine and I want the player to kick up snow > > whenever he walks on it. I have the texture recognition code done, I just > > need a place to put it. > > - Original Message - > > From:

Re: [hlcoders] Function run in client.dll everytime the client moves?

2001-11-16 Thread _Phantom_
ut it. > - Original Message - > From: "_Phantom_" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Friday, November 16, 2001 4:56 PM > Subject: Re: [hlcoders] Function run in client.dll everytime the client > moves? > > > > hmmm, possibly.

Re: [hlcoders] Function run in client.dll everytime the client moves?

2001-11-16 Thread _Phantom_
hmmm, possibly... can you explain what you are trying to do by any chance? might help ppl more, and maybe give ya another way of doing it.. - Original Message - From: "Miguel Aleman" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Friday, November 16, 2001 10:52 PM Subject: Re: [hlcoder

Re: [hlcoders] Player Offset; Origin to Ground

2001-11-16 Thread _Phantom_
Based on the code for the hulls it seam to be : 36 standing and 18 ducking - Original Message - From: "Miguel Aleman" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Friday, November 16, 2001 10:10 PM Subject: [hlcoders] Player Offset; Origin to Ground > Anyone know how far the ground

Re: [hlcoders] Valve: WorldCraft Bug

2001-11-16 Thread _Phantom_
- Original Message - > From: "_Phantom_" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Friday, November 16, 2001 9:26 PM > Subject: Re: [hlcoders] Valve: WorldCraft Bug > > > > NO!! > > STOP!! > > NOW!!! > > the man can't

Re: [hlcoders] Valve: WorldCraft Bug

2001-11-16 Thread _Phantom_
NO!! STOP!! NOW!!! the man can't code.. he'll try and talk me into it!! agggh /me runs away and locks 'imself in a box - Original Message - From: "David Flor" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Friday, November 16, 2001 9:22 PM Subject: RE: [hlcoders] V

Re: [hlcoders] [hlcoders]Temp entity problem

2001-11-15 Thread _Phantom_
ent of the ORIGIN first. otherwise its more than likely spawning out > of PVS and inside the floor. > > -omega > Blackened Interactive > http://www.nofadz.com/blackened > - Original Message - > From: "_Phantom_" <[EMAIL PROTECTED]> > To: <[EMAIL PROT

Re: [hlcoders] [hlcoders]Temp entity problem

2001-11-15 Thread _Phantom_
te... I > know you probably have if not it wouldn't compile, but just try changing > WRITE_SHORT( m_iSpriteTexture ); > to this: > WRITE_SHORT( g_sModelIndexFireball ); > > As a temporary measure to make sure the sprite is getting called properly. > > Mike. > - Or

[hlcoders] [hlcoders]Temp entity problem

2001-11-14 Thread _Phantom_
lo ppl Here the basic problem, we have an EMP Gren in our mod and when it goes off we dont want the normal bang and flash, instead we want the same effect the houndeye does when it fires it's sonic attack (the nice circles). Now, in theory this is easy, the Emp Gren is a contact gren, however in

Re: [hlcoders] # of entities

2001-11-14 Thread _Phantom_
;) > God of SDK > > -Ron > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED]] On Behalf Of _Phantom_ > Sent: Wednesday, November 14, 2001 11:13 AM > To: [EMAIL PROTECTED] > Subject: Re: [hlcoders] # of entities > > > well, do a d

Re: [hlcoders] # of entities

2001-11-14 Thread _Phantom_
: "Yacketta, Ronald" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Wednesday, November 14, 2001 4:04 PM Subject: RE: [hlcoders] # of entities > Hrmmm I rip'ed that code from SpawnSpot... > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL

Re: [hlcoders] Problem with Client side animations

2001-11-14 Thread _Phantom_
Message - From: _Phantom_ Sent: Tuesday, November 13, 2001 10:30 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Problem with Client side animations   make sure you have recompiled the client.dll for the new HL dll else

Re: [hlcoders] # of entities

2001-11-14 Thread _Phantom_
your resetting pLast to NULL each time this function is called, in effect you are doing * find camera (first one) * save to pLast * loop while camera != pLast (so if the camera == first one we loop, oo second camera != first one) * use pobject (second camera) * exit function thus each time you a

Re: [hlcoders] Problem with Client side animations

2001-11-13 Thread _Phantom_
make sure you have recompiled the client.dll for the new HL dll else it all goes pear shapped. Had the same problem for a while, did my head in until I realised I had a 2.0SDK client.dll in the cl_dlls dir, deleted it and it all worked fine :) this happened despite me setting cl_dll 0 in teh

Re: [hlcoders] Fog Effects (again?!)

2001-11-12 Thread _Phantom_
the man speaketh the truth.. granted I'm waiting for a 2.2SDK version to appear first :D - Original Message - From: "Neale Roberts" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Monday, November 12, 2001 10:15 PM Subject: Re: [hlcoders] Fog Effects (again?!) > I believe we're going