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
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
-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
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
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
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
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
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
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
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.
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
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
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
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
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
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
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.
>
>
>
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
-
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
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
__
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
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
: 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
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:
..@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
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
: 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
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
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
?
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
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
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
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
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
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
-
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?
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?
37 matches
Mail list logo