--
[ Picked text/plain from multipart/alternative ]
I imagine they added the functions like CreateEntityByName etc. again
because they thought of themegatag serverbrowser function etc.

Also, if this doesn't make any sense its because I've had a few beers ;-)
(DRUNK ON THE INTERWEBLOLOLOL)

Oh Lord.

/ScarT


On 01/03/2008, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> They're not trying to 'thwart' them.
> You have to realize it's a matter of priority.
>
> You typically don't get support for anything that the game is going to
> have
> in situations like this. Look at any other game; unless it's something
> that
> benefits the host game, or is designed for the host game, you don't
> specifically have it.
>
> The problem is simply, there isn't anyone dedicated to doing "extra" stuff
> like that.Ie: the biggest complaint; lack of a real multiplayer vehicle.
> Well, the hardcore facts are, until valve decides: "Okay, our next game is
> going to be multiplayer vehicular combat" the likeliness of actually
> seeing
> them sit down and dedicate time AND money to writing a multiplayer
> vehicle,
> which they aren't going to use is rather slim.
>
> Does that make sense to you? Think about it this way; it's the same as
> with
> a mod.
> Are you going to sit there and implement a bunch of features that you're
> not
> going to use, just for the sake of "okay, well we aren't using y feature,
> but lets just make people happy and spend x hours on y feature just so
> they
> don't bitch, even if it's never going to be used in our mod."
>
> It's common sense.
> -Tony
>
>
> On Fri, Feb 29, 2008 at 6:50 PM, Spencer 'voogru' MacDonald <
> [EMAIL PROTECTED]> wrote:
>
> > I hate to rain on your bash valve parade...
> >
> > But this is in the Orange Box SDK:
> >
> >
> >
> //--------------------------------------------------------------------------
> > ---
> > // Purpose: Interface from engine to tools for manipulating entities
> >
> >
> //--------------------------------------------------------------------------
> > ---
> > class IServerTools : public IBaseInterface
> > {
> > public:
> >        virtual IServerEntity *GetIServerEntity( IClientEntity
> > *pClientEntity ) = 0;
> >        virtual bool SnapPlayerToPosition( const Vector &org, const
> QAngle
> > &ang, IClientEntity *pClientPlayer = NULL ) = 0;
> >        virtual bool GetPlayerPosition( Vector &org, QAngle &ang,
> > IClientEntity *pClientPlayer = NULL ) = 0;
> >        virtual bool SetPlayerFOV( int fov, IClientEntity *pClientPlayer
> =
> > NULL ) = 0;
> >        virtual int GetPlayerFOV( IClientEntity *pClientPlayer = NULL ) =
> > 0;
> >        virtual bool IsInNoClipMode( IClientEntity *pClientPlayer = NULL
> )
> > =
> > 0;
> >
> >        // entity searching
> >        virtual void *FirstEntity( void ) = 0;
> >        virtual void *NextEntity( void *pEntity ) = 0;
> >        virtual void *FindEntityByHammerID( int iHammerID ) = 0;
> >
> >        // entity query
> >        virtual bool GetKeyValue( void *pEntity, const char *szField,
> char
> > *szValue, int iMaxLen ) = 0;
> >        virtual bool SetKeyValue( void *pEntity, const char *szField,
> const
> > char *szValue ) = 0;
> >        virtual bool SetKeyValue( void *pEntity, const char *szField,
> float
> > flValue ) = 0;
> >        virtual bool SetKeyValue( void *pEntity, const char *szField,
> const
> > Vector &vecValue ) = 0;
> >
> >        // entity spawning
> >        virtual void *CreateEntityByName( const char *szClassName ) = 0;
> >        virtual void DispatchSpawn( void *pEntity ) = 0;
> >
> >        // This reloads a portion or all of a particle definition file.
> >        // It's up to the server to decide if it cares about this file
> >        // Use a UtlBuffer to crack the data
> >        virtual void ReloadParticleDefintions( const char *pFileName,
> const
> > void *pBufData, int nLen ) = 0;
> >
> >        virtual void AddOriginToPVS( const Vector &org ) = 0;
> > };
> >
> > #define VSERVERTOOLS_INTERFACE_VERSION "VSERVERTOOLS001"
> >
> > Oh, I wonder what this could be...
> >
> > virtual void *CreateEntityByName( const char *szClassName ) = 0;
> >
> > Oh and...
> >
> > virtual void *FirstEntity( void ) = 0;
> > virtual void *NextEntity( void *pEntity ) = 0;
> >
> > Oh baby! We're getting raunchy now!
> >
> > Perhaps when CSS gets upgraded to the Orangebox engine this will be made
> > available. It works in TF2 at least.
> >
> > Regardless of what valve does to try and limit plug-ins, programmers
> will
> > find ways around it.
> >
> > I think valve should welcome plug-ins, not try and thwart them. Not
> > everybody wants to make a full blown mod, the original plug-in SDK was a
> > sad
> > joke. With regards to the HudMsg in CSS, I fully agree.
> >
> > One of what I believed to be AdminMOD's trademark (the pretty center
> > says),
> > removed from the new game purposely... by the creator of AdminMOD!
> >
> > But, center says work in TF2... but perhaps I should not speak so loudly
> > cause valve might hear it, though with the new additions in the
> Orangebox
> > engine, I think valve is improving. Let's hope it continues.
> >
> > Bash valve all you want (I do it too!), but they are leaps and bounds
> > ahead
> > of other companies when it comes to customization.
> >
> > I'll give them credit where it's due.
> >
> > - voogru.
> >
> > -----Original Message-----
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of LDuke
> > Sent: Friday, February 29, 2008 4:50 PM
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] Requesting (again): ent_fire and ent_name APIs
> for
> > Server Plugins?
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > My point was that that is going to be the only way.  Not only has Valve
> > made
> > it clear that mod-specific API items won't be provided, they've removed
> as
> > much as possible the functionality of plugins.
> >
> > As an example, remember the SpawnEntityByName function (from June 2005)?
> > That function has long been removed from the codebase.  - Alfred
> > Spawning entities into a map from a plugin is not supported.  - Alfred
> > We are more concerned with giving people consistent gameplay rather than
> > any specific cheat problem. You would be amazed at the number of people
> > that get confused (i.e email us complaining) when joining a HL1 based
> > server with some of the noisier mods (I am looking at the warcraft3
> > superhero mod here...). - Alfred
> >
> > Or another example, the HudMsg that allows you to print text anywhere on
> > the
> > screen?  The font definition was intentionally removed from
> > ClientSchemes.res to prevent plugins from using HudMsg.
> >
> > I'm 95% certain they won't add that. Properly done, signature scans
> don't
> > break that often.  I haven't had to find a new signature for CSS in a
> long
> > time.  Usually when one of mine is invalid it's because I've missed a
> wild
> > card flag.
> >
> >
> >
> >
> >
> >
> >
> > On Fri, Feb 29, 2008 at 1:12 PM, Saul Rennison <[EMAIL PROTECTED]>
> > wrote:
> >
> > > The problem is, LDuke, Mattie doesn't want to add hacks and signature
> > > scans to EventScripts (or whatever he wants it for), as it can break
> > > pretty easily with an update or maybe throughout mods. Especially ones
> > > that change the core.
> > >
> > > LDuke wrote:
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > That's what I've done...sig scan for the event queue and some of the
> > > > overloads of AddEvent.  With CreateNamedEntity, KeyValues, and
> > AddEvent,
> > > you
> > > > can do some cool stuff.  For example, I have a trip mine setup that
> > > works
> > > > completely based on those three things without need for the plugin
> to
> > > > monitor players and see which player's tripmine killed which player.
> > > >
> > > > It would be nice to have access to those things via plugins without
> > > hacking,
> > > > but so far we haven't seen much in the way of access to mod-specific
> > > > functions.
> > > >
> > > >
> > >
> > --
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> -omega
> --
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
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