Re: [hlcoders] Client Side Plugin DLL callbacks

2010-05-06 Thread Andrew Armstrong
You may want to consider just writing a website instead and access it via the Steam overlay. The connect:// links should work in-game (they do for both L4D1 and 2 at least) which is cool. - Andrew -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@l

Re: [hlcoders] Left 4 Dead 2 Plugin SDK

2009-11-29 Thread Andrew Armstrong
Just found this, Ill check it out :) http://hg.alliedmods.net/hl2sdks/hl2sdk-l4d2/ -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Andrew Armstrong Sent: Sunday, 29 November 2009 10:12 PM To: 'Discussi

[hlcoders] Left 4 Dead 2 Plugin SDK

2009-11-29 Thread Andrew Armstrong
-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Andrew Armstrong Sent: Friday, 13 February 2009 11:47 AM To: 'Discussion of Half-Life Programming' Subject: Re: [hlcoders] Left4Dead Plugin? Thanks for that, Ive got the sample plugin compling and loa

Re: [hlcoders] CModelPanel Grief

2009-10-23 Thread Andrew Armstrong
The first thing I would do is put the result of m_hModel.Get() into its own variable (is it returning NULL?) Can you cast pModel to CModelPanelModel? Is 'pModel' becoming NULL? - Andrew -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valves

Re: [hlcoders] Optimising projectile bandwidth

2009-09-16 Thread Andrew Armstrong
h net data. Adam Owner Nigredo Studios http://www.nigredostudios.com --- On Wed, 16/9/09, Andrew Armstrong wrote: From: Andrew Armstrong Subject: Re: [hlcoders] Optimising projectile bandwidth To: "'Discussion of Half-Life Programming'" Received: Wednesday, 16 Sep

Re: [hlcoders] Optimising projectile bandwidth

2009-09-15 Thread Andrew Armstrong
ising projectile bandwidth Prediction doesn't stop the server from sending you updates, because if your clientside values go out of range you have set, it snaps to the server's values. On Tue, Sep 15, 2009 at 8:02 AM, Andrew Armstrong wrote: > I have not played with the game SD

Re: [hlcoders] Optimising projectile bandwidth

2009-09-15 Thread Andrew Armstrong
I have not played with the game SDK before (just for server plugins), but surely client side prediction can step in here and you can relax how often you send updates? If the client received the origin, direction and velocity of the rocket, client side prediction would take care of movnig the proje

Re: [hlcoders] Source control solution?

2009-08-25 Thread Andrew Armstrong
File locking sucks, learn to use merge. Heck, SVN takes care of it for you the majority of the time! - Andrew -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of DAV Sent: Tuesday, 25 August 2009 6:11 PM To: Discus

Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-19 Thread Andrew Armstrong
Grab SpinRite (google), best recovery program I've ever used. If you value your data at all, setup raid1 (so you have redundancy/backup drive if one fails) and backup regularly to an external drive/network server (just automate it so you don't even need to think about it). - Andrew -Original

Re: [hlcoders] Weird STV crash on windows servers

2009-05-03 Thread Andrew Armstrong
You may need to double check that any plugins you have running are still being loaded with -allowdebug turned on (I think it forces the server to only load debug builds of plugins, not release builds). Your error may still be occurring but less obvious because of the debug build of your plugin/s.

Re: [hlcoders] Server CVars

2009-03-10 Thread Andrew Armstrong
From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Andrew Armstrong Sent: Wednesday, 11 March 2009 5:00 PM To: 'Discussion of Half-Life Programming' Subject: Re: [hlcoders] Server CVars Yep, at least from a VSP environment, simply

Re: [hlcoders] Server CVars

2009-03-10 Thread Andrew Armstrong
Yep, at least from a VSP environment, simply call: ConVar* hostName = cvar->FindVar("hostname"); if (hostName) { // Do stuff with this variable std::string currentHostName = std::string(hostName->GetString()); } You can also call GetInt() and a few others on the convar to interpre

Re: [hlcoders] Changing mod folder causes Lost Coast background to be loaded

2009-03-03 Thread Andrew Armstrong
I know there is some cvar like background_map that is supposed to indicate which level is loaded as the main menu. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Richard Slaughter Sent: Wednesday, 4 March 2009 8

Re: [hlcoders] Tf2 scout update now breaks plugin / SDK update needed?

2009-03-03 Thread Andrew Armstrong
ssembly I can only guess an interface change has caused it, but it could be another change, I really need anyone within valve to confirm changes. -cheeseh On Sun, Mar 1, 2009 at 10:44 PM, Andrew Armstrong wrote: > Run the plugin and game server itself under a debugger in order to catch &g

Re: [hlcoders] Tf2 scout update now breaks plugin / SDK update needed?

2009-03-01 Thread Andrew Armstrong
Run the plugin and game server itself under a debugger in order to catch the problem. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of cheeseh-bu Sent: Monday, 2 March 2009 9:30 AM To: Discussion of Half-Life Pro

Re: [hlcoders] can this work/is it efficient?

2009-03-01 Thread Andrew Armstrong
Remember, you can make it save "for each loop iteration" by simply declaring the variable outside of the loop. - Andrew -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Yorg Kuijs Sent: Monday, 2 March 2009 7:41

Re: [hlcoders] Left 4 Dead: GameFrame() not called often during Co-Op mode?

2009-02-24 Thread Andrew Armstrong
13:12 +1100, Andrew Armstrong wrote: > Hi, > > > > Wonder if anyone at Valve may have noticed this? But it appears the plugin > GameFrame() method is not called very often (several minutes before any > activity) while the server is running in Co-Op mode. > > >

Re: [hlcoders] Can no longer access IServerGameDLL from plugin

2009-02-19 Thread Andrew Armstrong
Maybe there's V6 now? Worth a shot. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Paul Sent: Friday, 20 February 2009 11:28 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Can no longer acce

Re: [hlcoders] Left 4 Dead: GameFrame() not called often during Co-Op mode?

2009-02-17 Thread Andrew Armstrong
- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Andrew Armstrong Sent: Wednesday, 18 February 2009 1:12 PM To: 'Discussion of Half-Life Programming' Subject: [hlcoders] Left 4 Dead: GameFrame() not called often during Co-Op m

[hlcoders] Left 4 Dead: GameFrame() not called often during Co-Op mode?

2009-02-17 Thread Andrew Armstrong
Hi, Wonder if anyone at Valve may have noticed this? But it appears the plugin GameFrame() method is not called very often (several minutes before any activity) while the server is running in Co-Op mode. If the server is in Versus mode, its called very often. Cheers, Andrew __

Re: [hlcoders] Misc questions about how to retrieve certain server state info

2009-02-13 Thread Andrew Armstrong
boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Andrew Armstrong Sent: Friday, February 13, 2009 9:15 PM To: 'Discussion of Half-Life Programming' Subject: [hlcoders] Misc questions about how to retrieve certain server state info Hi, I am

[hlcoders] Misc questions about how to retrieve certain server state info

2009-02-13 Thread Andrew Armstrong
Hi, I am wondering how to retrieve the following information about the servers game state: 1) How do I determine the total number of human players in the server per team, including those players who are currently connecting to the server? At the moment I have: for (int i = 1; i < gpGloba

Re: [hlcoders] Left4Dead Plugin?

2009-02-12 Thread Andrew Armstrong
: Discussion of Half-Life Programming Subject: Re: [hlcoders] Left4Dead Plugin? http://hg.alliedmods.net/hl2sdk-l4d/ 2009/2/12 Andrew Armstrong > Hi Saul, > > Thanks, ive replaced my copy with that file. > > So now that I've replaced that, I get the (expected) err

Re: [hlcoders] Left4Dead Plugin?

2009-02-12 Thread Andrew Armstrong
ng to set replicated CVars with it, then you need to change the value of this from 5 to 6. Ignore this, you won't be using i...@3: You won't be using this either. I suspect you haven't INTERFACEVERSION_VENGINESERVER. Please replace the contents of your eiface.h with this: http:

Re: [hlcoders] Left4Dead Plugin?

2009-02-12 Thread Andrew Armstrong
..@list.valvesoftware.com] On Behalf Of bl4nk Sent: Thursday, 12 February 2009 6:34 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Left4Dead Plugin? Add in some debug print to see where in the plugin it's failing. Andrew Armstrong wrote: > Unfortunately I now just get t

Re: [hlcoders] Left4Dead Plugin?

2009-02-11 Thread Andrew Armstrong
to do with the fact that the orange box libs (tier1 etc) are different from L4D (not different enough to be completely incompatible though) -Tony -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Andrew Armstr

Re: [hlcoders] Left4Dead Plugin?

2009-02-11 Thread Andrew Armstrong
: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Andrew Armstrong Sent: February-11-09 7:07 AM To: 'Discussion of Half-Life Programming' Subject: Re: [hlcoders] Left4Dead Plugin? Hi, Okay, I've *only* made the below eiface.h change (any other changes

Re: [hlcoders] Left4Dead Plugin?

2009-02-11 Thread Andrew Armstrong
e to > make them. > > Any other hints? > > Thanks again, > Andrew > > > -Original Message- > From: hlcoders-boun...@list.valvesoftware.com > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Andrew > Armstrong > Sent: Wednesday, 11 February 200

Re: [hlcoders] Left4Dead Plugin?

2009-02-11 Thread Andrew Armstrong
ftware.com] On Behalf Of Andrew Armstrong Sent: Wednesday, 11 February 2009 8:46 AM To: 'Discussion of Half-Life Programming' Subject: Re: [hlcoders] Left4Dead Plugin? Awesome, thank you. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@li

Re: [hlcoders] Left4Dead Plugin?

2009-02-10 Thread Andrew Armstrong
? Here is the actual link: http://wiki.alliedmods.net/Porting_to_Left_4_Dead 2009/2/10 Saul Rennison > Check alliedmods.net wiki under Left4Dead interface changes. > > Sent from my iPhone > > > On 10 Feb 2009, at 11:00, "Andrew Armstrong" > wrote: > > Hi gu

[hlcoders] Left4Dead Plugin?

2009-02-10 Thread Andrew Armstrong
Hi guys, Is it possible yet to create a simple server plugin for Left4Dead? I've compiled the serverplugin_empty file, installed it as per the wiki etc, but when trying to load the plugin from the console I receive: Failed to load plugin "serverplugin_empty" Unable to load plugin "serv

RE: [hlcoders] TeamFortress 2 Plugin? SDK says its not compatible

2007-12-06 Thread Andrew Armstrong
raceAttack(CTakeDamageInfo const &, Vector const &, CGameTrace *) to change the amount of damage done when a player is shot (double, half, zero, etc.) This is more difficult with a plugin using the standard Valve Server Plugin interface. On Dec 6, 2007 1:31 AM, Andrew Armstrong <[EMAIL PROTECTE

[hlcoders] TeamFortress 2 Plugin? SDK says its not compatible

2007-12-06 Thread Andrew Armstrong
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, Is it correct that you cannot yet make a plugin for TeamFortress 2? I try and launch the Source SDK 'Create a Mod' item so I can grab the example plugin files, but am told that 'The source cod

[hlcoders] Simple Menu API example

2005-05-22 Thread Andrew Armstrong
Hey, Does anyone have some resources (besides the Source SDK Website at http://www.valve-erc.com/srcsdk/Code/ServerPlugins.html) to create a server plugin menu? Also, is .Net required or can I use VC++? It appears from the utils folder its a .Net project. Im new to C++, but have experience in OO

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Andrew Armstrong
What I find puzzling is why the hl/src server is not authorative over the players movement? How come it doesnt internally say, hey, you cant move that fast, im sorry, back you go to where you should be. Surely going on what the client says they should be in the map is rediculous. - Plasma -

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Andrew Armstrong
Yes, every speed hacker ive seen are zooming around the map. I want it to catch them. - Plasma - Original Message - From: "Jeffrey "botman" Broome" <[EMAIL PROTECTED]> To: Sent: Thursday, May 19, 2005 1:06 AM Subject: Re: [hlcoders] Speed hack detection?

[hlcoders] Speed hack detection?

2005-05-18 Thread Andrew Armstrong
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hey, Im sending this to hlcoders and hlds lists. Im curious, is it possible for hlcoders via a plugin or whatnot to track player positions? What about through console messages with a cvar turned on?