RE: [hlcoders] Fun with the Code

2004-12-03 Thread McCormack, Chris
I think that breaks a few laws even without reading any documentation on it :)

Have patience and leave your pc on for a while downloading 3kb/sec aint that 
bad if you really really want it.

Try mailing alfred or eric directly as to what the situation is. If they say 
mailing a cd is fine if you
have both purchased HL2 then I am sure people will be more than willing to mail 
you a cd.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of K. Mike
Bradley
Sent: 03 December 2004 01:44
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Fun with the Code


I wish I could help you Vyacheslav but I don't know how to get this software
on a CD-Rom such that it would be unlocked when u get it.
Sorry



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Vyacheslav Djura
Sent: Thursday, December 02, 2004 4:29 PM
To: tei
Subject: Re: [hlcoders] Fun with the Code

Hello,

  Is it legally to ask someone send me zipped code from the SDK, or
  this violates some laws? Or it is too heavy?

  My connection is 3kb/sec and my friend who has fast internet can't
  send me anything because all international mail to my country is
  blocked.

  Thank you very much.

--
Best regards,
 Vyacheslavmailto:[EMAIL PROTECTED]


___
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


***
This e-mail and its attachments are confidential
and are intended for the above named recipient
only. If this has come to you in error, please
notify the sender immediately and delete this
e-mail from your system.
You must take no action based on this, nor must
you copy or disclose it or any part of its contents
to any person or organisation.
Statements and opinions contained in this email may
not necessarily represent those of Littlewoods.
Please note that e-mail communications may be monitored.
The registered office of Littlewoods Limited and its
subsidiaries is 100 Old Hall Street, Liverpool, L70 1AB.
Registered number of Littlewoods Limited is 262152.



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] hl2 SDK?

2004-12-03 Thread Kyle Keating
I was expecting to download C++ files, not click on Play source SDK
from my steam menu. Thats very humorous. I'm playing the SDK - how
fun!


On Thu, 2 Dec 2004 11:50:40 -, McCormack, Chris
[EMAIL PROTECTED] wrote:
 Released 2 days ago via Steam. Check www.steampowered.com for more 
 information.



 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of Kyle Keating
 Sent: 02 December 2004 11:26
 To: [EMAIL PROTECTED]
 Subject: [hlcoders] hl2 SDK?

 What is the projected release date for this?

 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders


 ***
 This e-mail and its attachments are confidential
 and are intended for the above named recipient
 only. If this has come to you in error, please
 notify the sender immediately and delete this
 e-mail from your system.
 You must take no action based on this, nor must
 you copy or disclose it or any part of its contents
 to any person or organisation.
 Statements and opinions contained in this email may
 not necessarily represent those of Littlewoods.
 Please note that e-mail communications may be monitored.
 The registered office of Littlewoods Limited and its
 subsidiaries is 100 Old Hall Street, Liverpool, L70 1AB.
 Registered number of Littlewoods Limited is 262152.
 




 ___
 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



[hlcoders] I know this is a long shot

2004-12-03 Thread Kyle Keating
but is the code for your hl2dm including with the hl2 sdk, or is it
jsut the single player. I'm interested in making a simple mod to
improve featuring for hldm2. I do not wish to make a whole new mod or
recreate hldm2.

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Fwd: Voice Chat related

2004-12-03 Thread SB Childe Roland
Ok, I got my roommate to let me DL and mess with it on his computer.
However, I keep getting the following error when I try to compile the
client side code:

--
error C2440: 'initializing' : cannot convert from 'const char *' to 'char *'
on line 245 in baseentity_shared.cpp
--

The line is:

--
char *s = strchr( szKeyName, '#' );
--

Is the problem because strchr is defined to return const char *?
The pointer 's' has to be modified later, so I don't know how it could
be a const.  Anybody know what's going on here?

On Thu, 2 Dec 2004 17:11:45 -0800, Yahn Bernier
[EMAIL PROTECTED] wrote:


 You should be able to tweak the spatialization of sounds from a player
 using:

 bool C_BaseEntity::GetSoundSpatialization( SpatializationInfo_t info )
 .

 Just implement the virtual method for each player
 (C_BasePlayer::GetSoundSpatialization) and examine the info variable for
 CHAN_VOICE or the sfx name ( I think the voice playback has a special
 tag/name ).

 Yahn




--

SB Childe Roland
I will show you fear in a handful of jelly beans.

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Fwd: Voice Chat related

2004-12-03 Thread tei
SB Childe Roland wrote:
Ok, I got my roommate to let me DL and mess with it on his computer.
However, I keep getting the following error when I try to compile the
client side code:
--
error C2440: 'initializing' : cannot convert from 'const char *' to 'char *'
on line 245 in baseentity_shared.cpp
--
The line is:
--
char *s = strchr( szKeyName, '#' );
--
I am still writing a prj for Vc6, so cant test that.
//-
// Parse data from a map file
//-
bool CBaseEntity::KeyValue( const char *szKeyName, const char *szValue )
{
//!! temp hack, until worldcraft is fixed
// strip the # tokens from (duplicate) key names
char *s = strchr( szKeyName, '#' );
if ( s )
{
*s = '\0';
}
Why not rewrite this to this?:
//-
// Parse data from a map file
//-
bool CBaseEntity::KeyValue( const char *szKeyName, const char *szValue )
{
//!! temp hack, until worldcraft is fixed
// strip the # tokens from (duplicate) key names
const char *s = strchr( szKeyName, '#' );
if ( s )
{
*s = '\0';
}
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


Re: [hlcoders] Fwd: Voice Chat related

2004-12-03 Thread SB Childe Roland
On Fri, 03 Dec 2004 14:29:14 +0100, tei [EMAIL PROTECTED] wrote:
...
 Why not rewrite this to this?:
...
 const char *s = strchr( szKeyName, '#' );
 if ( s )
 {
 *s = '\0';
...

Because then it returns the error:
error C3892: 's' : you cannot assign to a variable that is const

--

SB Childe Roland
I will show you fear in a handful of jelly beans.

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Community Shared Code Base

2004-12-03 Thread SB Childe Roland
No you haven't?  You haven't what?


On Fri, 3 Dec 2004 13:45:09 -, Manip [EMAIL PROTECTED] wrote:
 No I haven't. It would help if you told us the address so we could...



 - Original Message -
 From: ChessMess [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]; [EMAIL PROTECTED]
 Sent: Friday, December 03, 2004 1:38 PM
 Subject: [hlcoders] Community Shared Code Base

  Has there been a shared repository of code setup for the HL community?
 
  --
  ChessMess
  Stratactic Studios
  http://www.StratacticStudios.com
 
  ___
  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




--

SB Childe Roland
I will show you fear in a handful of jelly beans.

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Fwd: Voice Chat related

2004-12-03 Thread SB Childe Roland
_Seem_ to have fixed it with:
--
char *s;
s = (char *)strchr( szKeyName, '#' );
if ( s )
{
*s = '\0';
-
Will this work, am I just missing the error, or will this cause errors
down the road??

Now I am getting a bunch of errors for not having windows.h.  I have
not yet downloaded the Platform SDK.  I don't see it being worth 1.4
GB if all I want is a few include files.  Will I have to DL the entire
thing?


On Fri, 3 Dec 2004 08:03:48 -0600, SB Childe Roland
[EMAIL PROTECTED] wrote:
 On Fri, 03 Dec 2004 14:29:14 +0100, tei [EMAIL PROTECTED] wrote:
 ...
  Why not rewrite this to this?:
 ...
  const char *s = strchr( szKeyName, '#' );
  if ( s )
  {
  *s = '\0';
 ...

 Because then it returns the error:
 error C3892: 's' : you cannot assign to a variable that is const



 --
 
 SB Childe Roland
 I will show you fear in a handful of jelly beans.



--

SB Childe Roland
I will show you fear in a handful of jelly beans.

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Community Shared Code Base

2004-12-03 Thread tei
ChessMess wrote:
Has there been a shared repository of code setup for the HL community?
I suspect can be interesting to have a collection of patch files for the
src. Some unofficial patch repository.
At first can be interesting to have a patch to add more comments to code
to explin sections a bit more, so learning with the code will be much
easy than actually :D
I am newbie :D

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


RE: [hlcoders] Community Shared Code Base

2004-12-03 Thread HoundDawg
 ChessMess wrote:
  Has there been a shared repository of code setup for the HL
 community?
 

 I suspect can be interesting to have a collection of patch
 files for the
 src. Some unofficial patch repository.

 At first can be interesting to have a patch to add more
 comments to code
 to explin sections a bit more, so learning with the code will be much
 easy than actually :D

 I am newbie :D

Couldn't the proposed wiki support this?

- HoundDawg


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Community Shared Code Base

2004-12-03 Thread Jeffrey \botman\ Broome
HoundDawg wrote:
Couldn't the proposed wiki support this?
Yes.  Show me the wiki!  :)
--
Jeffrey botman Broome
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


Re: [hlcoders] Fwd: Voice Chat related

2004-12-03 Thread Florian Zschocke
  Childe Roland wrote:
_Seem_ to have fixed it with:
--
char *s;
s = (char *)strchr( szKeyName, '#' );
if ( s )
{
*s = '\0';
-
Will this work, am I just missing the error, or will this cause errors
down the road??
You're missing the error. I lost the email where you showed the
full function but your error is that in your functions signature
you defined the szKeyName parameter as a const char*. By that you
promised anyone calling your function that you wil *not* change
the contents of the array that szKeyName points to.
But that is exactly what you do in that function so you are
breaking your contract with other code established with your
function signature.
So since you change the szKeyName in your function you should say
so in your function signature and declare the parameter as char*.
That will show you all the other places where code relies on the
array not getting changed by your function.
Of course the brute-force method you used works too, simply lying
about what you do in the function and casting the const away.
Althuogh in C++ you would usually use a const_castchar* for that
to make it obvious that you are doing something nasty here.
Florian
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


[hlcoders] Re: No model animations and sticky phys_props, help!

2004-12-03 Thread Teddy
Never mind, it's ok, i've worked it out. The GetWeaponSuffix() command
on line 398 of sdk_playeranimstate.cpp is returning junk.

Thanks for everything ;)


On Sat, 4 Dec 2004 00:21:11 +1000, Teddy [EMAIL PROTECTED] wrote:
 Now.. i'm confused. I did a debug message to see if the
 SequenceDuration() of the model is being set properly.. and it is. So
 the anim code says it's playing the right sequence, and reads the
 sequence duration from the model, yet the model still has no
 animation?

 Makes none sense!




 On Fri, 3 Dec 2004 17:09:25 +1000, Teddy [EMAIL PROTECTED] wrote:
  Hello code folk,
 
  As i'm sure you're all aware, the default Create a new mod code has
  two annoying bugs in it:
  a) the terrorist player model won't play any animations (and gives
  errors to this effect)
  b) all prop_physics_multiplayer cause major collision errors when you
  bump into them. either causing the player to get stuck, or teleporting
  them to some weird location
 
  Has anyone got any insight on how to fix this? It seems to be so
  smooth in HL2DM, and at least in CS:S it pushes you off the objects
  (sv_bounce 1 dosen't even work with the sdk).
 
  Thanks in advance,
  Teddy
 


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Rcon Protocol

2004-12-03 Thread Chris Moyer
Ok, that solves one problem, now another... The logging thing... I've
read that you can still use things like log_addaddress and log_udp, but
whenever I try them, it just says cvar not found. What am I doing wrong?:
log 1
Server logging enabled.
Server logging data to file logs/L1203000.log
L 12/03/2004 - 11:06:07: Log file started (file logs/L1203000.log)
(game /mnt/media/servers/hlds/source/cstrike) (version 2213)
log_addaddress 127.0.0.1
Unknown command log_addaddress
log_address 127.0.0.1
Unknown command log_address
thanks again
--Chris Moyer
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


[hlcoders] Re: WinMM.lib

2004-12-03 Thread SB Childe Roland
Actually, first I just pointed the project to PlatformSDK/Lib to get
the file.  It did the same thing.


On Fri, 3 Dec 2004 10:24:11 -0600, SB Childe Roland
[EMAIL PROTECTED] wrote:
 I finally got my code to compile, but then when it goes to Linking it says:
 
 LINK : fatal error LNK1104: cannot open file 'winmm.lib'
 

 So, I found winmm.lib, and threw it in the SDK Lib/Public folder.  Now
 it gives me this same error (diff. files) about 2200 times.
 
 c_te_spritespray.obj : error LNK2001: unresolved external symbol _atexit
 c_te_worlddecal.obj : error LNK2001: unresolved external symbol _atexit
 c_te_playerdecal.obj : error LNK2001: unresolved external symbol _atexit
 

 Anybody know whats going on?


 --
 
 SB Childe Roland
 I will show you fear in a handful of jelly beans.



--

SB Childe Roland
I will show you fear in a handful of jelly beans.

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



[hlcoders] WinMM.lib

2004-12-03 Thread SB Childe Roland
I finally got my code to compile, but then when it goes to Linking it says:

LINK : fatal error LNK1104: cannot open file 'winmm.lib'


So, I found winmm.lib, and threw it in the SDK Lib/Public folder.  Now
it gives me this same error (diff. files) about 2200 times.

c_te_spritespray.obj : error LNK2001: unresolved external symbol _atexit
c_te_worlddecal.obj : error LNK2001: unresolved external symbol _atexit
c_te_playerdecal.obj : error LNK2001: unresolved external symbol _atexit


Anybody know whats going on?




--

SB Childe Roland
I will show you fear in a handful of jelly beans.

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Community Shared Code Base

2004-12-03 Thread ChessMess
Yes, the wiki could work. What I'm thinking of is standard code chunks
for common things. Now I'm thinking more high level like, here is code
chunk for a boat, here is a code chunk for a gatlin gun, etc...
Things that you'd see in multiple mods, thus not having to 'reinvent'
the wheel.

I see it over and over, mods doing the exact same weapons, and yet
instead of sharing a 'x gun' model, each side makes thier own copy of
'x gun'. Why couldn't someone make a great 'x gun' model and then then
make it available to everyone?

A 'open source' movement within mods, sharing pieces parts etc would
be the ideal situation. Both in models and code objects.

Didn't I remember at one time it said that HL2 would have a
'warehouse' of objects that people could use/add to that resembles
what I'm outlining?


On Fri, 03 Dec 2004 08:42:52 -0600, Jeffrey botman Broome
[EMAIL PROTECTED] wrote:
 HoundDawg wrote:
 
  Couldn't the proposed wiki support this?
 

 Yes.  Show me the wiki!  :)

 --
 Jeffrey botman Broome



 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




--
ChessMess
Stratactic Studios
http://www.StratacticStudios.com

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Rcon Protocol

2004-12-03 Thread Predatory Kangaroo
Using the *nix command strings on the source dedicated server's
engine_i486.dll, I can see a few relevant functions.

logaddress_add
Usage:  logaddress_add ip:port

logaddress_del
Usage:  logaddress_del ip:port

logaddress_list
Returns in the following format:
logaddress_list: %i entries
logaddress_list: %i entry

And finally logaddress_delall - self explanatory.

Also of note is a little splurge that should probably be output on help log:
Enables logging to file, console, and udp  on | off .

And a similar little tip that seems to be output on help logaddress_delall:
Remove all udp addresses being logged to

So it seems that all network transmission of logs is done over UDP, it
hasn't changed to TCP like the RCON protocol.

On Fri, 03 Dec 2004 11:06:49 -0500, Chris Moyer [EMAIL PROTECTED] wrote:
 Ok, that solves one problem, now another... The logging thing... I've
 read that you can still use things like log_addaddress and log_udp, but
 whenever I try them, it just says cvar not found. What am I doing wrong?:
 log 1
 Server logging enabled.
 Server logging data to file logs/L1203000.log
 L 12/03/2004 - 11:06:07: Log file started (file logs/L1203000.log)
 (game /mnt/media/servers/hlds/source/cstrike) (version 2213)
 log_addaddress 127.0.0.1
 Unknown command log_addaddress
 log_address 127.0.0.1
 Unknown command log_address

 thanks again
 --Chris Moyer



 ___
 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



Re: [hlcoders] I know this is a long shot

2004-12-03 Thread Michael Fischer
I'm interested in this too.  I've tried both options in the Create a Mod
dialog.  Start a mod from scratch seems to create a bare-bones
multiplayer mod, and doesn't make use of any of the HL2 weapon code (the
files are included in the project, but they're excluded from the
build).  Modify Half-Life 2 does include the HL weapon code, but of
course the default behavior for the mod is a single player game.
Changing appid in gameinfo.txt to 320 or using -applaunch 320 for
steam.exe doesn't seem to do the trick (the changes I made to the source
still don't have any effect, since it looks like it's just loading the
old deathmatch dll).
So, has anyone been able to basically recompile HL2DM with the SDK?  I'd
imagine this is how mods like Rocket Crowbar get their beginnings.
-Mike
Kyle Keating wrote:
but is the code for your hl2dm including with the hl2 sdk, or is it
jsut the single player. I'm interested in making a simple mod to
improve featuring for hldm2. I do not wish to make a whole new mod or
recreate hldm2.
___
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


Re: [hlcoders] can't debug!

2004-12-03 Thread Jonathan Dance
Hi,
I'm having this problem too.. I can't debug through steam.exe and can't
seem to figure out a way to debug otherwise (in HL1, you had to use a
steamapp.cfg file and run hl.exe). Any help would be appreciated.
--JD
On Dec 3, 2004, at 1:09 AM, Hasan Aljudy wrote:
VS .NET 2003 doesn't want to debug because steam.exe doesn't contain
debug information ..
I tell it to gnore and proceed .. and it does proceed, but not in
debug mode. (like .. I can't go through step by step .. break points
don't work .. etc)
What do I have to do?
___
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


Re: [hlcoders] I know this is a long shot

2004-12-03 Thread Ryan Horton
Are you looking specifically for HL2 weapons? As in, not the CS
weapons? Because you can use the shotgun, mp5, and grenade from CS if
you just do a straight, untouched build off of Start a mod from
scratch


On Fri, 03 Dec 2004 13:14:24 -0500, Michael Fischer [EMAIL PROTECTED] wrote:
 I'm interested in this too.  I've tried both options in the Create a Mod
 dialog.  Start a mod from scratch seems to create a bare-bones
 multiplayer mod, and doesn't make use of any of the HL2 weapon code (the
 files are included in the project, but they're excluded from the
 build).  Modify Half-Life 2 does include the HL weapon code, but of
 course the default behavior for the mod is a single player game.
 Changing appid in gameinfo.txt to 320 or using -applaunch 320 for
 steam.exe doesn't seem to do the trick (the changes I made to the source
 still don't have any effect, since it looks like it's just loading the
 old deathmatch dll).

 So, has anyone been able to basically recompile HL2DM with the SDK?  I'd
 imagine this is how mods like Rocket Crowbar get their beginnings.

 -Mike



 Kyle Keating wrote:

 but is the code for your hl2dm including with the hl2 sdk, or is it
 jsut the single player. I'm interested in making a simple mod to
 improve featuring for hldm2. I do not wish to make a whole new mod or
 recreate hldm2.
 
 ___
 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



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] Server plugins

2004-12-03 Thread Alfred Reynolds
All binaries should be placed in a bin/ directory, I am considering
making a addons/bin/ folder but I didn't want to further confuse the
issue by doing that right now (and I haven't had the luxury of free time
lately :). You are perfectly able to put a binary in that directory if
you want (using a relative path in the .vdf file). And yes it is fine
security because its installed by a server op, the data is not driven by
a remote client.
The steam dedicated server should work (once you update it with the
release last night), send me more details of the problem you are seeing
off the list if you can't get it to work.


- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Manip Sent:
Thursday, December 02, 2004 10:39 PM To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Server plugins

 Thanks Alfred!

 Two quick notes -
 It does not work on the Steam client dedicated server, only the
  stand-alone version. Has the Steam client server received an update?

 Also, wouldn't it be more prudent to use the /addons folder as the
 default store for binaries? My rational for suggesting that is as
 followed, if you (the server manager) want to reset the server back
 to a state when it had no addons installed then you would simply be
 able to remove the /addons folder for that Mod (or server) as opposed
 to hunting though the /bin. There is also a risk of the server
 operator removing an important Steam binary in the process of
 removing plugins. Keep in mind that the number of plugins will grow
 exponentially; the default store is giving a message to the
 programmers, they will use it for their plugins.

 If I had writing this particular framework I would have done it like
 this Root/addons/*.dll  - server wide binary-plugin store (all
 mods) Root/addons/*.vdf - VDFs for all Mods
 Root/Mod/addons/*.dll - Mod specific binary-plugin store
 Root/Mod/addons/*.vdf - VDFs for this Mod

 I make that suggestion with all due respect. :-)

 I noticed that you can place plugins below the server root .. Is this
 *Really* good security?
 ../../../../myplugin


 - Original Message -
 From: Alfred Reynolds [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Friday, December 03, 2004 1:35 AM
 Subject: [hlcoders] Server plugins


  We just released a fix for server plugins note loading under Steam,
  restart Steam to get it. The path details for loading a plugin have
  also changed, the .vdf file should specify the filename relative to
  the bin/ directory of the server (i.e if you copy your binary into
  the
  base bin/ directory then it just needs to be the filename,
  serverplugin_empty ). The SDK document about plugins will be
  updated soon reflecting this
  change.
 
  - Alfred
 
  ___
  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

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Community Shared Code Base

2004-12-03 Thread tei
HoundDawg wrote:
ChessMess wrote:
Has there been a shared repository of code setup for the HL
community?
I suspect can be interesting to have a collection of patch
files for the
src. Some unofficial patch repository.
At first can be interesting to have a patch to add more
comments to code
to explin sections a bit more, so learning with the code will be much
easy than actually :D
I am newbie :D

Couldn't the proposed wiki support this?
Short response:
Nope. Please read about patch files:
http://en.wikipedia.org/wiki/Diff
http://en.wikipedia.org/wiki/Patch_%28Unix%29
Long response:
Yes, of course a wiki its flexible enough  to  yadda yadda yadda
as you can use the wiki to index patch files hosted on the same or
different server, or/and link tutorials about.
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


Re: [hlcoders] Server plugins

2004-12-03 Thread Manip
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
If you plan to make the move from /bin to /addons/bin then I would do it
sooner rather than later. Yes it might confuse people but  better to have a
small number of confused developers than having an entire user-base confused
when their plugins stop working in a month (or whenever the first server
plugins start to appear).

Any thoughts on a /addons in _both_ the server root and the mod directory?

The bug, well .. I agree I can't think of a way to exploit it but that still
doesn't make it good practice.


- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, December 03, 2004 7:09 PM
Subject: RE: [hlcoders] Server plugins


 All binaries should be placed in a bin/ directory, I am considering
 making a addons/bin/ folder but I didn't want to further confuse the
 issue by doing that right now (and I haven't had the luxury of free time
 lately :). You are perfectly able to put a binary in that directory if
 you want (using a relative path in the .vdf file). And yes it is fine
 security because its installed by a server op, the data is not driven by
 a remote client.
 The steam dedicated server should work (once you update it with the
 release last night), send me more details of the problem you are seeing
 off the list if you can't get it to work.


 - Alfred

 Original Message
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Manip Sent:
 Thursday, December 02, 2004 10:39 PM To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Server plugins

 Thanks Alfred!

 Two quick notes -
 It does not work on the Steam client dedicated server, only the
  stand-alone version. Has the Steam client server received an update?

 Also, wouldn't it be more prudent to use the /addons folder as the
 default store for binaries? My rational for suggesting that is as
 followed, if you (the server manager) want to reset the server back
 to a state when it had no addons installed then you would simply be
 able to remove the /addons folder for that Mod (or server) as opposed
 to hunting though the /bin. There is also a risk of the server
 operator removing an important Steam binary in the process of
 removing plugins. Keep in mind that the number of plugins will grow
 exponentially; the default store is giving a message to the
 programmers, they will use it for their plugins.

 If I had writing this particular framework I would have done it like
 this Root/addons/*.dll  - server wide binary-plugin store (all
 mods) Root/addons/*.vdf - VDFs for all Mods
 Root/Mod/addons/*.dll - Mod specific binary-plugin store
 Root/Mod/addons/*.vdf - VDFs for this Mod

 I make that suggestion with all due respect. :-)

 I noticed that you can place plugins below the server root .. Is this
 *Really* good security?
 ../../../../myplugin


 - Original Message -
 From: Alfred Reynolds [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Friday, December 03, 2004 1:35 AM
 Subject: [hlcoders] Server plugins


  We just released a fix for server plugins note loading under Steam,
  restart Steam to get it. The path details for loading a plugin have
  also changed, the .vdf file should specify the filename relative to
  the bin/ directory of the server (i.e if you copy your binary into
  the
  base bin/ directory then it just needs to be the filename,
  serverplugin_empty ). The SDK document about plugins will be
  updated soon reflecting this
  change.
 
  - Alfred
 
  ___
  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

 ___
 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



RE: [hlcoders] can't debug!

2004-12-03 Thread Taylor Sherman
Debugging Source games should work the same way

- copy steam.dll to the app directory
- put steamapp.cfg file down in the app dir w/ the proper parameters
- run hl2.exe -steam -game game directly

The SteamAppId parameters are 220 for HL2, 240 for CS:S, and 280 for
HL:S.

Taylor

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jonathan
Dance
Sent: Friday, December 03, 2004 10:17 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] can't debug!

Hi,

I'm having this problem too.. I can't debug through steam.exe and can't
seem to figure out a way to debug otherwise (in HL1, you had to use a
steamapp.cfg file and run hl.exe). Any help would be appreciated.

--JD

On Dec 3, 2004, at 1:09 AM, Hasan Aljudy wrote:

 VS .NET 2003 doesn't want to debug because steam.exe doesn't contain
 debug information ..

 I tell it to gnore and proceed .. and it does proceed, but not in
 debug mode. (like .. I can't go through step by step .. break points
 don't work .. etc)

 What do I have to do?

 ___
 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




___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Community Shared Code Base

2004-12-03 Thread Dave Sanders
We could, if its legal with the licenses, set up a CVS or Subversion
repository too, either on SourceForge or privately, and make it act
just like an open source project.  Then, people can all contribute to
the same code .

HOWEVER, this will likely have the effect of one of the following:

1. No one likes how the item works, and changes it and checks it in.
The person relying on it checks out the latest code and BAM.

2.  The above happens, but people branch off their own versions, and
then you're back to everyone being different.

3. Someone becomes the appointed Code Master and is in charge of the
community's code to help police the above and help keep everything
running.

I'd love to see such a thing exist though - not neccessarily because I
want to use someone's object, but because I want to see how they coded
it.  And potentially fix bugs in it.

Then again, does Valve's license allow such a group as the Half Life
Open Source Group exist or publish their code?

D

On Fri, 03 Dec 2004 20:44:58 +0100, tei [EMAIL PROTECTED] wrote:
 HoundDawg wrote:
 ChessMess wrote:
 
 Has there been a shared repository of code setup for the HL
 
 community?
 
 I suspect can be interesting to have a collection of patch
 files for the
 src. Some unofficial patch repository.
 
 At first can be interesting to have a patch to add more
 comments to code
 to explin sections a bit more, so learning with the code will be much
 easy than actually :D
 
 I am newbie :D
 
 
  Couldn't the proposed wiki support this?
 

 Short response:

 Nope. Please read about patch files:

 http://en.wikipedia.org/wiki/Diff
 http://en.wikipedia.org/wiki/Patch_%28Unix%29

 Long response:

 Yes, of course a wiki its flexible enough  to  yadda yadda yadda
 as you can use the wiki to index patch files hosted on the same or
 different server, or/and link tutorials about.



 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




--
-
Open Innovation Software
Software Consulting for Small and Medium Business

Staff Writer - GamersInfo.Net
(http://www.gamersinfo.net)

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Community Shared Code Base

2004-12-03 Thread ChessMess
You mean there is something in the license that says if I write code
to put a Hydroplane in HL2 (which is one of my goals), that I cannot
publish that code object for others to use free of charge?


On Fri, 3 Dec 2004 16:42:33 -0500, Dave Sanders [EMAIL PROTECTED] wrote:
 We could, if its legal with the licenses, set up a CVS or Subversion
 repository too, either on SourceForge or privately, and make it act
 just like an open source project.  Then, people can all contribute to
 the same code .

 HOWEVER, this will likely have the effect of one of the following:

 1. No one likes how the item works, and changes it and checks it in.
 The person relying on it checks out the latest code and BAM.

 2.  The above happens, but people branch off their own versions, and
 then you're back to everyone being different.

 3. Someone becomes the appointed Code Master and is in charge of the
 community's code to help police the above and help keep everything
 running.

 I'd love to see such a thing exist though - not neccessarily because I
 want to use someone's object, but because I want to see how they coded
 it.  And potentially fix bugs in it.

 Then again, does Valve's license allow such a group as the Half Life
 Open Source Group exist or publish their code?

 D



 On Fri, 03 Dec 2004 20:44:58 +0100, tei [EMAIL PROTECTED] wrote:
  HoundDawg wrote:
  ChessMess wrote:
  
  Has there been a shared repository of code setup for the HL
  
  community?
  
  I suspect can be interesting to have a collection of patch
  files for the
  src. Some unofficial patch repository.
  
  At first can be interesting to have a patch to add more
  comments to code
  to explin sections a bit more, so learning with the code will be much
  easy than actually :D
  
  I am newbie :D
  
  
   Couldn't the proposed wiki support this?
  
 
  Short response:
 
  Nope. Please read about patch files:
 
  http://en.wikipedia.org/wiki/Diff
  http://en.wikipedia.org/wiki/Patch_%28Unix%29
 
  Long response:
 
  Yes, of course a wiki its flexible enough  to  yadda yadda yadda
  as you can use the wiki to index patch files hosted on the same or
  different server, or/and link tutorials about.
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives, 
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 


 --
 -
 Open Innovation Software
 Software Consulting for Small and Medium Business

 Staff Writer - GamersInfo.Net
 (http://www.gamersinfo.net)



 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




--
ChessMess
Stratactic Studios
http://www.StratacticStudios.com

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Community Shared Code Base

2004-12-03 Thread Dave Sanders
I don't know - thats what I'm asking. :)


On Fri, 3 Dec 2004 16:49:48 -0500, ChessMess [EMAIL PROTECTED] wrote:
 You mean there is something in the license that says if I write code
 to put a Hydroplane in HL2 (which is one of my goals), that I cannot
 publish that code object for others to use free of charge?




 On Fri, 3 Dec 2004 16:42:33 -0500, Dave Sanders [EMAIL PROTECTED] wrote:
  We could, if its legal with the licenses, set up a CVS or Subversion
  repository too, either on SourceForge or privately, and make it act
  just like an open source project.  Then, people can all contribute to
  the same code .
 
  HOWEVER, this will likely have the effect of one of the following:
 
  1. No one likes how the item works, and changes it and checks it in.
  The person relying on it checks out the latest code and BAM.
 
  2.  The above happens, but people branch off their own versions, and
  then you're back to everyone being different.
 
  3. Someone becomes the appointed Code Master and is in charge of the
  community's code to help police the above and help keep everything
  running.
 
  I'd love to see such a thing exist though - not neccessarily because I
  want to use someone's object, but because I want to see how they coded
  it.  And potentially fix bugs in it.
 
  Then again, does Valve's license allow such a group as the Half Life
  Open Source Group exist or publish their code?
 
  D
 
 
 
  On Fri, 03 Dec 2004 20:44:58 +0100, tei [EMAIL PROTECTED] wrote:
   HoundDawg wrote:
   ChessMess wrote:
   
   Has there been a shared repository of code setup for the HL
   
   community?
   
   I suspect can be interesting to have a collection of patch
   files for the
   src. Some unofficial patch repository.
   
   At first can be interesting to have a patch to add more
   comments to code
   to explin sections a bit more, so learning with the code will be much
   easy than actually :D
   
   I am newbie :D
   
   
Couldn't the proposed wiki support this?
   
  
   Short response:
  
   Nope. Please read about patch files:
  
   http://en.wikipedia.org/wiki/Diff
   http://en.wikipedia.org/wiki/Patch_%28Unix%29
  
   Long response:
  
   Yes, of course a wiki its flexible enough  to  yadda yadda yadda
   as you can use the wiki to index patch files hosted on the same or
   different server, or/and link tutorials about.
  
  
  
   ___
   To unsubscribe, edit your list preferences, or view the list archives, 
   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
  
 
 
  --
  -
  Open Innovation Software
  Software Consulting for Small and Medium Business
 
  Staff Writer - GamersInfo.Net
  (http://www.gamersinfo.net)
 
 
 
  ___


  To unsubscribe, edit your list preferences, or view the list archives, 
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 

 --
 ChessMess
 Stratactic Studios
 http://www.StratacticStudios.com

 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




--
-
Open Innovation Software
Software Consulting for Small and Medium Business

Staff Writer - GamersInfo.Net
(http://www.gamersinfo.net)

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] can't debug!

2004-12-03 Thread Hasan Aljudy
Thank you!!


On Fri, 3 Dec 2004 13:06:51 -0800, Taylor Sherman
[EMAIL PROTECTED] wrote:
 Debugging Source games should work the same way

 - copy steam.dll to the app directory
 - put steamapp.cfg file down in the app dir w/ the proper parameters
 - run hl2.exe -steam -game game directly

 The SteamAppId parameters are 220 for HL2, 240 for CS:S, and 280 for
 HL:S.

 Taylor



 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan
 Dance
 Sent: Friday, December 03, 2004 10:17 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] can't debug!

 Hi,

 I'm having this problem too.. I can't debug through steam.exe and can't
 seem to figure out a way to debug otherwise (in HL1, you had to use a
 steamapp.cfg file and run hl.exe). Any help would be appreciated.

 --JD

 On Dec 3, 2004, at 1:09 AM, Hasan Aljudy wrote:

  VS .NET 2003 doesn't want to debug because steam.exe doesn't contain
  debug information ..
 
  I tell it to gnore and proceed .. and it does proceed, but not in
  debug mode. (like .. I can't go through step by step .. break points
  don't work .. etc)
 
  What do I have to do?
 
  ___
  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

 ___
 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



[hlcoders] steam and mod question

2004-12-03 Thread Vyacheslav Djura
Hello,

  I never used Steam and until that day used Half-Life 1.1.0.8. Today
  I've updated it via Steam and... there is no custom game. I've
  searched Steam support and found that I should just copy mod dir
  into SteamApps\AccountName\Half-Life folder, but that doesn't do
  anything. My mod is not registered anywhere in Steam, it is in
  development - Decay. Can someone point me how to run it in new
  Half-Life? Thanks a lot!

--
Best regards,
 Vyacheslav  mailto:[EMAIL PROTECTED]


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Community Shared Code Base

2004-12-03 Thread Dave Sanders
I would second subversion too - its a LOT easier to work with...


On Fri, 3 Dec 2004 17:00:11 -0500, Bob Aman [EMAIL PROTECTED] wrote:
  We could, if its legal with the licenses, set up a CVS or Subversion
  repository too, either on SourceForge or privately, and make it act
  just like an open source project.  Then, people can all contribute to
  the same code .

 My vote is for Subversion.  http://www.cvsdude.org has a nice
 Subversion service and it's free if the project is open source.

 ___


 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




--
-
Open Innovation Software
Software Consulting for Small and Medium Business

Staff Writer - GamersInfo.Net
(http://www.gamersinfo.net)

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] Server Plugin - String Storage

2004-12-03 Thread Alfred Reynolds

 How would I go about this?

   else if ( FStrEq( pcmd, msg, stringinput ) )
   {
KeyValues *kv = new KeyValues( menu );
char string1[24];
Q_snprintf( string1, sizeof(string1), Hello! );
kv-SetString( title, string1 );
kv-SetInt( level, 1 );
kv-SetInt( time, 20 );

   helpers-CreateMessage( pEntity, DIALOG_MSG, kv, this );
   kv-deleteThis();
   return PLUGIN_STOP; // we handled this function
   }


 ___
 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



RE: [hlcoders] can't debug!

2004-12-03 Thread Taylor Sherman
Sorry - I meant the game directory. For example:

C:\steam\steamapps\username\Half-Life 2\

The files should go in the same directory as hl2.exe.

Taylor

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James Hoegl
Sent: Friday, December 03, 2004 2:08 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] can't debug!

Im looking all over for the app directory that you are refering to, but
can not find it. Do I create an app directory in the mod dir, or do I
put it in the steamapp dir?

FYI, where game is in the below instructions, the full mod dir path is
required ie C:\mymod

Taylor Sherman wrote:

Debugging Source games should work the same way

- copy steam.dll to the app directory
- put steamapp.cfg file down in the app dir w/ the proper parameters
- run hl2.exe -steam -game game directly

The SteamAppId parameters are 220 for HL2, 240 for CS:S, and 280 for
HL:S.

Taylor

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jonathan
Dance
Sent: Friday, December 03, 2004 10:17 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] can't debug!

Hi,

I'm having this problem too.. I can't debug through steam.exe and can't
seem to figure out a way to debug otherwise (in HL1, you had to use a
steamapp.cfg file and run hl.exe). Any help would be appreciated.

--JD

On Dec 3, 2004, at 1:09 AM, Hasan Aljudy wrote:



VS .NET 2003 doesn't want to debug because steam.exe doesn't contain
debug information ..

I tell it to gnore and proceed .. and it does proceed, but not in
debug mode. (like .. I can't go through step by step .. break points
don't work .. etc)

What do I have to do?

___
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




___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders








--
No virus found in this outgoing message.
Checked by AVG Anti-Virus.
Version: 7.0.289 / Virus Database: 265.4.5 - Release Date: 12/3/2004


___
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



RE: [hlcoders] can't debug!

2004-12-03 Thread Taylor Sherman
We'll get a page up with this info soon - meantime, the file needs to
have

SteamInstallPath = path to your steam folder // no trailing slash, use
quotes if there are spaces
SteamAppUser = your Steam account name
SteamAppId = the app ID of the Steam app you are launching - 220 for
hl2.exe

So, it might look like this:

SteamInstallPath = c:\program files\steam
SteamAppUser = taylor
SteamAppId = 220




-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James Hoegl
Sent: Friday, December 03, 2004 3:37 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] can't debug!

Thanks, now I am missing the params required to setup the
steamapp.cfg, as now it tells me that steam is not running.

What params/format is required in the steamapp.cfg?

Taylor Sherman wrote:

Sorry - I meant the game directory. For example:

C:\steam\steamapps\username\Half-Life 2\

The files should go in the same directory as hl2.exe.

Taylor

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James Hoegl
Sent: Friday, December 03, 2004 2:08 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] can't debug!

Im looking all over for the app directory that you are refering to, but
can not find it. Do I create an app directory in the mod dir, or do I
put it in the steamapp dir?

FYI, where game is in the below instructions, the full mod dir path
is
required ie C:\mymod

Taylor Sherman wrote:



Debugging Source games should work the same way

- copy steam.dll to the app directory
- put steamapp.cfg file down in the app dir w/ the proper parameters
- run hl2.exe -steam -game game directly

The SteamAppId parameters are 220 for HL2, 240 for CS:S, and 280 for
HL:S.

Taylor

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jonathan
Dance
Sent: Friday, December 03, 2004 10:17 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] can't debug!

Hi,

I'm having this problem too.. I can't debug through steam.exe and
can't
seem to figure out a way to debug otherwise (in HL1, you had to use a
steamapp.cfg file and run hl.exe). Any help would be appreciated.

--JD

On Dec 3, 2004, at 1:09 AM, Hasan Aljudy wrote:





VS .NET 2003 doesn't want to debug because steam.exe doesn't contain
debug information ..

I tell it to gnore and proceed .. and it does proceed, but not in
debug mode. (like .. I can't go through step by step .. break points
don't work .. etc)

What do I have to do?

___
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




___
To unsubscribe, edit your list preferences, or view the list archives,


please visit:


http://list.valvesoftware.com/mailman/listinfo/hlcoders










--
No virus found in this outgoing message.
Checked by AVG Anti-Virus.
Version: 7.0.289 / Virus Database: 265.4.5 - Release Date: 12/3/2004


___
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








--
No virus found in this outgoing message.
Checked by AVG Anti-Virus.
Version: 7.0.289 / Virus Database: 265.4.5 - Release Date: 12/3/2004


___
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



Re: [hlcoders] Fwd: Voice Chat related

2004-12-03 Thread James Hoegl
Does this work with a Single Player instance as well?
Im thinking of a pretty basic AI script that would react to someone
speaking.
Yahn Bernier wrote:
You should be able to tweak the spatialization of sounds from a player
using:
bool C_BaseEntity::GetSoundSpatialization( SpatializationInfo_t info )
.
Just implement the virtual method for each player
(C_BasePlayer::GetSoundSpatialization) and examine the info variable for
CHAN_VOICE or the sfx name ( I think the voice playback has a special
tag/name ).
Yahn
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of SB Childe
Roland
Sent: Thursday, December 02, 2004 3:41 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Fwd: Voice Chat related
-- Forwarded message --
From: SB Childe Roland [EMAIL PROTECTED]
Date: Thu, 2 Dec 2004 17:37:33 -0600
Subject: Voice Chat related
To: [EMAIL PROTECTED]
I do not yet have the SDK (getting HL2 for christmas), but I have a
question about the possibilities with it.  If the developers or anyone
who has looke the SDK over has an answer, I would be very grateful.
Is it possible to fix the Voice (coming over the built in voice chat) to
a specific place in the game world?  By this I mean, could I have a room
where everyone's voice comes, and you just need to be nearby to hear it?
Also, could I set this location to a player, so that it seams as if the
voice is coming from their specific location and gets softer the farther
away from them you are?
--

SB Childe Roland
I will show you fear in a handful of jelly beans.
--

SB Childe Roland
I will show you fear in a handful of jelly beans.
___
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



--
No virus found in this outgoing message.
Checked by AVG Anti-Virus.
Version: 7.0.289 / Virus Database: 265.4.5 - Release Date: 12/3/2004
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


Re: [hlcoders] Community Shared Code Base

2004-12-03 Thread SB Childe Roland
What if some people have different ideas on how to do the same
thing(like the scoreboard)?  You will have 2 sets of scoreboard
drawing functions, but only one function to draw it in.

On Fri, 3 Dec 2004 16:42:33 -0500, Dave Sanders [EMAIL PROTECTED] wrote:
 We could, if its legal with the licenses, set up a CVS or Subversion
 repository too, either on SourceForge or privately, and make it act
 just like an open source project.  Then, people can all contribute to
 the same code .



--

SB Childe Roland
I will show you fear in a handful of jelly beans.

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] SteamID?

2004-12-03 Thread Alfred Reynolds
CBasePlayer *pPlayer = UTIL_GetCommandClient();
pPlayer-GetNetworkIDString()

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Manip Sent:
Friday, December 03, 2004 4:32 PM To: [EMAIL PROTECTED]
Subject: [hlcoders] SteamID?

 Does anyone have a method for retrieving a char array version of the
 callers SteamID from a CON_COMMAND() callback?





 ___
 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



[hlcoders] Other interfaces in serverplugin

2004-12-03 Thread Ronny Schedel
Hello,
I tried to use another interface in the serverplugin, but it didnt
worked. Can we use other interfaces there? If yes, which?
Greets,
Ronny
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


RE: [hlcoders] Fwd: Voice Chat related

2004-12-03 Thread Yahn Bernier
Yes, all sounds which are associated with a valid entity on the client
can procedurally override sound spatialization.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James Hoegl
Sent: Friday, December 03, 2004 3:58 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Fwd: Voice Chat related

Does this work with a Single Player instance as well?
Im thinking of a pretty basic AI script that would react to someone
speaking.

Yahn Bernier wrote:

You should be able to tweak the spatialization of sounds from a player
using:

bool C_BaseEntity::GetSoundSpatialization( SpatializationInfo_t info )

.

Just implement the virtual method for each player
(C_BasePlayer::GetSoundSpatialization) and examine the info variable
for CHAN_VOICE or the sfx name ( I think the voice playback has a
special tag/name ).

Yahn

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of SB Childe

Roland
Sent: Thursday, December 02, 2004 3:41 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Fwd: Voice Chat related

-- Forwarded message --
From: SB Childe Roland [EMAIL PROTECTED]
Date: Thu, 2 Dec 2004 17:37:33 -0600
Subject: Voice Chat related
To: [EMAIL PROTECTED]


I do not yet have the SDK (getting HL2 for christmas), but I have a


question about the possibilities with it.  If the developers or anyone
who has looke the SDK over has an answer, I would be very grateful.

Is it possible to fix the Voice (coming over the built in voice chat)
to a specific place in the game world?  By this I mean, could I have a
room where everyone's voice comes, and you just need to be nearby to
hear it?
Also, could I set this location to a player, so that it seams as if the

voice is coming from their specific location and gets softer the
farther away from them you are?

--

SB Childe Roland
I will show you fear in a handful of jelly beans.


--

SB Childe Roland
I will show you fear in a handful of jelly beans.

___
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








--
No virus found in this outgoing message.
Checked by AVG Anti-Virus.
Version: 7.0.289 / Virus Database: 265.4.5 - Release Date: 12/3/2004


___
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



Re: [hlcoders] can't debug!

2004-12-03 Thread James Hoegl
Thanks for the info, but I am getting this error when I launch
MountAppFilesystem() failed:
SteamMountAppFilesystem9280,4294967295,0x201fd0c) failed with error 104:
Not subscribed
My config file is this...
SteamInstallPath = E:\Valve\Steam
SteamAppUser = uid here
SteamAppId = 280
Should I use 280 or another value?
Taylor Sherman wrote:
We'll get a page up with this info soon - meantime, the file needs to
have
SteamInstallPath = path to your steam folder // no trailing slash, use
quotes if there are spaces
SteamAppUser = your Steam account name
SteamAppId = the app ID of the Steam app you are launching - 220 for
hl2.exe
So, it might look like this:
SteamInstallPath = c:\program files\steam
SteamAppUser = taylor
SteamAppId = 220

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James Hoegl
Sent: Friday, December 03, 2004 3:37 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] can't debug!
Thanks, now I am missing the params required to setup the
steamapp.cfg, as now it tells me that steam is not running.
What params/format is required in the steamapp.cfg?
Taylor Sherman wrote:

Sorry - I meant the game directory. For example:
C:\steam\steamapps\username\Half-Life 2\
The files should go in the same directory as hl2.exe.
Taylor
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James Hoegl
Sent: Friday, December 03, 2004 2:08 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] can't debug!
Im looking all over for the app directory that you are refering to, but
can not find it. Do I create an app directory in the mod dir, or do I
put it in the steamapp dir?
FYI, where game is in the below instructions, the full mod dir path

is

required ie C:\mymod
Taylor Sherman wrote:


Debugging Source games should work the same way
- copy steam.dll to the app directory
- put steamapp.cfg file down in the app dir w/ the proper parameters
- run hl2.exe -steam -game game directly
The SteamAppId parameters are 220 for HL2, 240 for CS:S, and 280 for
HL:S.
Taylor
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jonathan
Dance
Sent: Friday, December 03, 2004 10:17 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] can't debug!
Hi,
I'm having this problem too.. I can't debug through steam.exe and

can't

seem to figure out a way to debug otherwise (in HL1, you had to use a
steamapp.cfg file and run hl.exe). Any help would be appreciated.
--JD
On Dec 3, 2004, at 1:09 AM, Hasan Aljudy wrote:



VS .NET 2003 doesn't want to debug because steam.exe doesn't contain
debug information ..
I tell it to gnore and proceed .. and it does proceed, but not in
debug mode. (like .. I can't go through step by step .. break points
don't work .. etc)
What do I have to do?
___
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

___
To unsubscribe, edit your list preferences, or view the list archives,


please visit:


http://list.valvesoftware.com/mailman/listinfo/hlcoders




--
No virus found in this outgoing message.
Checked by AVG Anti-Virus.
Version: 7.0.289 / Virus Database: 265.4.5 - Release Date: 12/3/2004
___
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




--
No virus found in this outgoing message.
Checked by AVG Anti-Virus.
Version: 7.0.289 / Virus Database: 265.4.5 - Release Date: 12/3/2004
___
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



--
No virus found in this outgoing message.
Checked by AVG Anti-Virus.
Version: 7.0.289 / Virus Database: 265.4.5 - Release Date: 12/3/2004
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


Re: [hlcoders] SteamID?

2004-12-03 Thread Manip
edict_t *ed = engine-PEntityOfEntIndex(m_iClientCommandIndex+1);
engine-GetPlayerNetworkIDString(ed);
--
In the above, if I use an int instead ofm_iClientCommandIndex+1 it
works fine.
'm_iClientCommandIndex' : undeclared identifier -- Is what I get when the
above is in there .. :-/

- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, December 04, 2004 12:59 AM
Subject: RE: [hlcoders] SteamID?

Oh, and if this is in a plugin:
edict *ed = engine-PEntityOfEntIndex(m_iClientCommandIndex+1);
IPlayerInfo *playerinfo = playerinfomanager-GetPlayerInfo( ed );
playerinfo-GetNetworkIDString();
Or
edict *ed = engine-PEntityOfEntIndex(m_iClientCommandIndex+1);
engine-GetPlayerNetworkIDString(ed);

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds Sent: Friday, December 03, 2004 4:45 PM To:
[EMAIL PROTECTED] Subject: RE: [hlcoders] SteamID?
CBasePlayer *pPlayer = UTIL_GetCommandClient();
pPlayer-GetNetworkIDString()
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Manip
Sent:
Friday, December 03, 2004 4:32 PM To: [EMAIL PROTECTED]
Subject: [hlcoders] SteamID?
 Does anyone have a method for retrieving a char array version of the
 callers SteamID from a CON_COMMAND() callback?





 ___
 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
___
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


RE: [hlcoders] can't debug!

2004-12-03 Thread Taylor Sherman
Actually, all mods should be based off of HL2 directly, which is 220.
280 is HL1:S, which you're apparently not subscribed to.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James Hoegl
Sent: Friday, December 03, 2004 5:40 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] can't debug!

Thanks for the info, but I am getting this error when I launch

MountAppFilesystem() failed:
SteamMountAppFilesystem9280,4294967295,0x201fd0c) failed with error 104:
Not subscribed

My config file is this...
SteamInstallPath = E:\Valve\Steam

SteamAppUser = uid here
SteamAppId = 280

Should I use 280 or another value?

Taylor Sherman wrote:

We'll get a page up with this info soon - meantime, the file needs to
have

SteamInstallPath = path to your steam folder // no trailing slash,
use
quotes if there are spaces
SteamAppUser = your Steam account name
SteamAppId = the app ID of the Steam app you are launching - 220 for
hl2.exe

So, it might look like this:

SteamInstallPath = c:\program files\steam
SteamAppUser = taylor
SteamAppId = 220




-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James Hoegl
Sent: Friday, December 03, 2004 3:37 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] can't debug!

Thanks, now I am missing the params required to setup the
steamapp.cfg, as now it tells me that steam is not running.

What params/format is required in the steamapp.cfg?

Taylor Sherman wrote:



Sorry - I meant the game directory. For example:

C:\steam\steamapps\username\Half-Life 2\

The files should go in the same directory as hl2.exe.

Taylor

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James
Hoegl
Sent: Friday, December 03, 2004 2:08 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] can't debug!

Im looking all over for the app directory that you are refering to,
but
can not find it. Do I create an app directory in the mod dir, or do
I
put it in the steamapp dir?

FYI, where game is in the below instructions, the full mod dir path


is


required ie C:\mymod

Taylor Sherman wrote:





Debugging Source games should work the same way

- copy steam.dll to the app directory
- put steamapp.cfg file down in the app dir w/ the proper parameters
- run hl2.exe -steam -game game directly

The SteamAppId parameters are 220 for HL2, 240 for CS:S, and 280 for
HL:S.

Taylor

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jonathan
Dance
Sent: Friday, December 03, 2004 10:17 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] can't debug!

Hi,

I'm having this problem too.. I can't debug through steam.exe and


can't


seem to figure out a way to debug otherwise (in HL1, you had to use a
steamapp.cfg file and run hl.exe). Any help would be appreciated.

--JD

On Dec 3, 2004, at 1:09 AM, Hasan Aljudy wrote:







VS .NET 2003 doesn't want to debug because steam.exe doesn't contain
debug information ..

I tell it to gnore and proceed .. and it does proceed, but not in
debug mode. (like .. I can't go through step by step .. break points
don't work .. etc)

What do I have to do?

___
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




___
To unsubscribe, edit your list preferences, or view the list
archives,




please visit:




http://list.valvesoftware.com/mailman/listinfo/hlcoders










--
No virus found in this outgoing message.
Checked by AVG Anti-Virus.
Version: 7.0.289 / Virus Database: 265.4.5 - Release Date: 12/3/2004


___
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










--
No virus found in this outgoing message.
Checked by AVG Anti-Virus.
Version: 7.0.289 / Virus Database: 265.4.5 - Release Date: 12/3/2004


___
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








--
No virus found in this outgoing message.
Checked by AVG Anti-Virus.
Version: 7.0.289 / Virus Database: 265.4.5 - Release Date: 12/3/2004



Re: [hlcoders] steam and mod question

2004-12-03 Thread Draco
Ok, moving from WON to steam is slightly annoying, but it is easy when you
find out how. make sure you have a liblist.gam first. then you will need to
change your kb_act.lst file in the gfx/shell folder. the WON version of the
files dont work with the steam menu in game. heres one i made for poke 646
when i wanted to play it on steam

blank   ==
blankMovement 
blank   ==
+forward  Move forward
+back   Move back
+left   Turn left
+right  Turn right
+moveleft  Move left
+moveright  Move right
+speed Walk
+jump   Jump
+duck   Duck
+moveup  Swim up
+movedown  Swim down
+lookup  Look up
+lookdown  Look down
+strafe  Strafe modifier
+mlook  Mouse look
+klook  Keyboard look
+use   Use
blank   ==
blank   #Valve_Communication_Title
blank   ==
+voicerecord  #Valve_Use_Voice_Communication
messagemode  #Valve_Chat_Message
messagemode2  #Valve_Team_Message
blank   ==
blank   #Valve_Combat_Title
blank   ==
+attack  #Valve_Primary_Attack
+attack2  Secondary Attack
invnext  Next weapon
invprev  Previous weapon
+reload  reload
slot1   Selection 1
slot2   Selection 2
slot3   Selection 3
slot4   Selection 4
slot5   Selection 5
slot6   Selection 6
slot7   Selection 7
slot8   Selection 8
slot9   Selection 9
slot10  Selection 10
impulse 100  #Valve_Flashlight
impulse 201  #Valve_Spray_Logo
blank   ==
blank   #Valve_Miscellaneous_Title
blank   ==
+showscores  #Valve_Display_Scores
snapshot  #Valve_Take_Screen_Shot
quit   #Valve_Quit_Game

i think the trick is in having a blank at the top

then you can make your own splash screen, menu music and startup-movies by
following these tutes

http://articles.thewavelength.net/548/
http://articles.thewavelength.net/395/
http://articles.thewavelength.net/410/

then it should be all good. if you get lost look at a mod that you already
have for steam and see what they did.

-Draco


- Original Message -
From: Vyacheslav Djura [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, December 04, 2004 8:01 AM
Subject: [hlcoders] steam and mod question


 Hello,

   I never used Steam and until that day used Half-Life 1.1.0.8. Today
   I've updated it via Steam and... there is no custom game. I've
   searched Steam support and found that I should just copy mod dir
   into SteamApps\AccountName\Half-Life folder, but that doesn't do
   anything. My mod is not registered anywhere in Steam, it is in
   development - Decay. Can someone point me how to run it in new
   Half-Life? Thanks a lot!

 --
 Best regards,
  Vyacheslav  mailto:[EMAIL PROTECTED]


 ___
 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



RE: [hlcoders] Other interfaces in serverplugin

2004-12-03 Thread Alfred Reynolds
Yes, you should be able to use all the ones exported by the engine,
material system, filesystem and studiorender. The game factory supplies
ones exported by the game dll. The missing factory is the vphysics
library, I will look at getting that added, in the mean time try this
snippet:

 // Load the dependent components
 g_PhysicsDLL = filesystem-LoadModule( vphysics , NULL, false );
 physicsFactory = Sys_GetFactory( g_PhysicsDLL );
 if ( !physicsFactory )
 {
  Error( Sys_LoadPhysicsDLL:  Failed to load vphysics\n );
 }

!(physics = (IPhysics*)physicsFactory(VPHYSICS_INTERFACE_VERSION, NULL))



Make sure you also do a filesystem-UnloadModule() on destruction.

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ronny
Schedel Sent: Friday, December 03, 2004 5:23 PM To:
[EMAIL PROTECTED] Subject: [hlcoders] Other interfaces in
serverplugin

 Hello,

 I tried to use another interface in the serverplugin, but it didnt
 worked. Can we use other interfaces there? If yes, which?

 Greets,

 Ronny

 ___
 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



RE: [hlcoders] can't debug!

2004-12-03 Thread Alfred Reynolds
220, not 280.

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James Hoegl
Sent: Friday, December 03, 2004 5:40 PM To:
[EMAIL PROTECTED] Subject: Re: [hlcoders] can't debug!

 Thanks for the info, but I am getting this error when I launch

 MountAppFilesystem() failed:
 SteamMountAppFilesystem9280,4294967295,0x201fd0c) failed with error
 104:
 Not subscribed

 My config file is this...
 SteamInstallPath = E:\Valve\Steam

 SteamAppUser = uid here
 SteamAppId = 280

 Should I use 280 or another value?

 Taylor Sherman wrote:

  We'll get a page up with this info soon - meantime, the file needs
  to
  have
 
  SteamInstallPath = path to your steam folder // no trailing slash,
  use quotes if there are spaces SteamAppUser = your Steam account
  name
  SteamAppId = the app ID of the Steam app you are launching - 220
  for
  hl2.exe
 
  So, it might look like this:
 
  SteamInstallPath = c:\program files\steam
  SteamAppUser = taylor
  SteamAppId = 220
 
 
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of James
  Hoegl
  Sent: Friday, December 03, 2004 3:37 PM
  To: [EMAIL PROTECTED]
  Subject: Re: [hlcoders] can't debug!
 
  Thanks, now I am missing the params required to setup the
  steamapp.cfg, as now it tells me that steam is not running.
 
  What params/format is required in the steamapp.cfg?
 
  Taylor Sherman wrote:
 
 
 
   Sorry - I meant the game directory. For example:
  
   C:\steam\steamapps\username\Half-Life 2\
  
   The files should go in the same directory as hl2.exe.
  
   Taylor
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of James
   Hoegl Sent: Friday, December 03, 2004 2:08 PM
   To: [EMAIL PROTECTED]
   Subject: Re: [hlcoders] can't debug!
  
   Im looking all over for the app directory that you are refering
   to, but can not find it. Do I create an app directory in the
   mod dir, or do I put it in the steamapp dir?
  
   FYI, where game is in the below instructions, the full mod dir
   path
  
  
  is
 
 
   required ie C:\mymod
  
   Taylor Sherman wrote:
  
  
  
  
  
Debugging Source games should work the same way
   
- copy steam.dll to the app directory
- put steamapp.cfg file down in the app dir w/ the proper
parameters
- run hl2.exe -steam -game game directly
   
The SteamAppId parameters are 220 for HL2, 240 for CS:S, and
280 for HL:S.
   
Taylor
   
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Jonathan Dance Sent: Friday, December 03, 2004 10:17 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] can't debug!
   
Hi,
   
I'm having this problem too.. I can't debug through steam.exe
and
   
   
  can't
 
 
seem to figure out a way to debug otherwise (in HL1, you had to
use a steamapp.cfg file and run hl.exe). Any help would be
appreciated.
   
--JD
   
On Dec 3, 2004, at 1:09 AM, Hasan Aljudy wrote:
   
   
   
   
   
   
   
 VS .NET 2003 doesn't want to debug because steam.exe doesn't
 contain debug information ..

 I tell it to gnore and proceed .. and it does proceed, but
 not in debug mode. (like .. I can't go through step by step
 .. break points don't work .. etc)

 What do I have to do?

 ___
 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
   
   
   
   
___
To unsubscribe, edit your list preferences, or view the list
archives,
   
   
   
   
   please visit:
  
  
  
  
http://list.valvesoftware.com/mailman/listinfo/hlcoders
   
   
   
   
   
   
   
   
   
  
   --
   No virus found in this outgoing message.
   Checked by AVG Anti-Virus.
   Version: 7.0.289 / Virus Database: 265.4.5 - Release Date:
   12/3/2004
  
  
   ___
   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
  
  
  
  
  
  
  
 
 
 
  --
  No virus found in this outgoing message.
  Checked by AVG Anti-Virus.
  Version: 7.0.289 / Virus Database: 265.4.5 - Release Date: 12/3/2004
 
 
  ___
  To unsubscribe, edit 

[hlcoders] MS VS C++ 6.0 source compile info

2004-12-03 Thread James Hoegl
FYI to all, after some searching I found the below...
Follow and read all information on this page and it will compile.
Note that you need SP5 and the processor pack that goes with SP5, SP6
will not work.
http://hl2sdk.wolferix.de/index.php/Compiling
Also note the link to the project files at the bottom. Just copy into
your source dir and open the project.
Should compile no problem.
-
This is also intended for archives
--
No virus found in this outgoing message.
Checked by AVG Anti-Virus.
Version: 7.0.289 / Virus Database: 265.4.5 - Release Date: 12/3/2004
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


Re: [hlcoders] Community Shared Code Base

2004-12-03 Thread ChessMess
That isn't the best example but consider this. Wouldn't you rather
start from a near proximaty of what you want then from scratch?

Consider that many things are used across mods are exactly alike. How
many times have I seen some weapon show up in many mods?  Is an M1A1
Tank really that much different in a Desert Combat mod then it is in a
Aliens invaded present day mod?  And if you wanted a more futuristic
M1A1 wouldn't you rather have something to start with that you could
change a few things around then to have to do the entire thing from
scratch?

Why does everyone have to re-invent the wheel everytime? Simple, the
fear that if you share your code you've given your work away and
enable another mod to get furthur with less effort and they may
publish before you and they may get more players then you do.

But I say players play the mods they like, not the code. If everyone
gets on board and starts universally sharing then its to everyone
benefit. Suddenly we have code branches of common objects for people
to use... the Tank mentioned now has a child class of 'Sci-Fi' version
with a laser turret vs shell... everyone contributes thier work from
thier mods, over time the library grows and expands and people spend
less time recreating the common stuff and focusing on sharing and
enhancing/improving more specialized stuff. The potential library can
be enormous, freeing us to focus more on implementation details and
specialties.

You may think, no way. Its too competative, modders don't want to
share. People said Open Source wouldn't work either once upon a time.

We just need someone who is very knowledible in all this to help
direct and drive it. Valve, I have 15 years IT experience in
multi-million dollar projects... pay me and I'll lead it. Otherwise I
gotta feed the kids and while I can toss out the idea, I don't have
time to take follow it through.  :)

ChessMess


On Fri, 3 Dec 2004 18:03:24 -0600, SB Childe Roland
[EMAIL PROTECTED] wrote:
 What if some people have different ideas on how to do the same
 thing(like the scoreboard)?  You will have 2 sets of scoreboard
 drawing functions, but only one function to draw it in.



 On Fri, 3 Dec 2004 16:42:33 -0500, Dave Sanders [EMAIL PROTECTED] wrote:
  We could, if its legal with the licenses, set up a CVS or Subversion
  repository too, either on SourceForge or privately, and make it act
  just like an open source project.  Then, people can all contribute to
  the same code .
 

 --
 
 SB Childe Roland
 I will show you fear in a handful of jelly beans.

 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




--
ChessMess
Stratactic Studios
http://www.StratacticStudios.com

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] MS VS C++ 6.0 source compile info

2004-12-03 Thread Jorge Rodriguez
This is very interesting. Does the game play reliably? From what I hear, the 
bs6 STL is really bad, therefore should not be trusted with Half-Life 2. I 
would hate to get on with mod development with vs6 and then discover later that 
there are instabilities deep within the bowels of HL2/STL that I can't deal 
with.

On Fri, Dec 03, 2004 at 08:05:04PM -0600, James Hoegl wrote:
 FYI to all, after some searching I found the below...

 Follow and read all information on this page and it will compile.

 Note that you need SP5 and the processor pack that goes with SP5, SP6
 will not work.

 http://hl2sdk.wolferix.de/index.php/Compiling

 Also note the link to the project files at the bottom. Just copy into
 your source dir and open the project.

 Should compile no problem.

 -
 This is also intended for archives


 --
 No virus found in this outgoing message.
 Checked by AVG Anti-Virus.
 Version: 7.0.289 / Virus Database: 265.4.5 - Release Date: 12/3/2004


 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders


--
Jorge Vino Rodriguez

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] MS VS C++ 6.0 source compile info

2004-12-03 Thread Alfred Reynolds
The Source engine barely uses STL. It will run fine with VC6.0 (the
retail release was built using it), we have just moved onto VC7.1
internally (and only support it now).

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jorge
Rodriguez Sent: Friday, December 03, 2004 6:19 PM To:
[EMAIL PROTECTED] Subject: Re: [hlcoders] MS VS C++ 6.0
source compile info

 This is very interesting. Does the game play reliably? From what I
 hear, the bs6 STL is really bad, therefore should not be trusted with
 Half-Life 2. I would hate to get on with mod development with vs6 and
 then discover later that there are instabilities deep within the
 bowels of HL2/STL that I can't deal with.

 On Fri, Dec 03, 2004 at 08:05:04PM -0600, James Hoegl wrote:
  FYI to all, after some searching I found the below...
 
  Follow and read all information on this page and it will compile.
 
  Note that you need SP5 and the processor pack that goes with SP5,
  SP6 will not work.
 
  http://hl2sdk.wolferix.de/index.php/Compiling
 
  Also note the link to the project files at the bottom. Just copy
  into your source dir and open the project.
 
  Should compile no problem.
 
  -
  This is also intended for archives
 
 
  --
  No virus found in this outgoing message.
  Checked by AVG Anti-Virus.
  Version: 7.0.289 / Virus Database: 265.4.5 - Release Date: 12/3/2004
 
 
  ___
  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



Re: [hlcoders] MS VS C++ 6.0 source compile info

2004-12-03 Thread James Hoegl
Well, I have compiled it no problem, but there are some warnings.
I have yet to load the game up though, due to a background error.
Jorge Rodriguez wrote:
This is very interesting. Does the game play reliably? From what I hear, the 
bs6 STL is really bad, therefore should not be trusted with Half-Life 2. I 
would hate to get on with mod development with vs6 and then discover later that 
there are instabilities deep within the bowels of HL2/STL that I can't deal 
with.
On Fri, Dec 03, 2004 at 08:05:04PM -0600, James Hoegl wrote:

FYI to all, after some searching I found the below...
Follow and read all information on this page and it will compile.
Note that you need SP5 and the processor pack that goes with SP5, SP6
will not work.
http://hl2sdk.wolferix.de/index.php/Compiling
Also note the link to the project files at the bottom. Just copy into
your source dir and open the project.
Should compile no problem.
-
This is also intended for archives
--
No virus found in this outgoing message.
Checked by AVG Anti-Virus.
Version: 7.0.289 / Virus Database: 265.4.5 - Release Date: 12/3/2004
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

--
Jorge Vino Rodriguez
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



--
No virus found in this outgoing message.
Checked by AVG Anti-Virus.
Version: 7.0.289 / Virus Database: 265.4.5 - Release Date: 12/3/2004
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


Re: [hlcoders] MS VS C++ 6.0 source compile info

2004-12-03 Thread Jorge Rodriguez
You mean the SDK, right? We can't build the engine, so I'm indifferent to what 
it compiles one. :P

The word on the street (or in TWL anyways) is that the SDK uses too much STL 
for it to be trusted on VS 6. However, if you can tell me this is wrong, it 
would be very good news indeed :D

On Fri, Dec 03, 2004 at 06:44:12PM -0800, Alfred Reynolds wrote:
 The Source engine barely uses STL. It will run fine with VC6.0 (the
 retail release was built using it), we have just moved onto VC7.1
 internally (and only support it now).

 - Alfred

 Original Message
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jorge
 Rodriguez Sent: Friday, December 03, 2004 6:19 PM To:
 [EMAIL PROTECTED] Subject: Re: [hlcoders] MS VS C++ 6.0
 source compile info

  This is very interesting. Does the game play reliably? From what I
  hear, the bs6 STL is really bad, therefore should not be trusted with
  Half-Life 2. I would hate to get on with mod development with vs6 and
  then discover later that there are instabilities deep within the
  bowels of HL2/STL that I can't deal with.
 
  On Fri, Dec 03, 2004 at 08:05:04PM -0600, James Hoegl wrote:
   FYI to all, after some searching I found the below...
  
   Follow and read all information on this page and it will compile.
  
   Note that you need SP5 and the processor pack that goes with SP5,
   SP6 will not work.
  
   http://hl2sdk.wolferix.de/index.php/Compiling
  
   Also note the link to the project files at the bottom. Just copy
   into your source dir and open the project.
  
   Should compile no problem.
  
   -
   This is also intended for archives
  
  
   --
   No virus found in this outgoing message.
   Checked by AVG Anti-Virus.
   Version: 7.0.289 / Virus Database: 265.4.5 - Release Date: 12/3/2004
  
  
   ___
   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


--
Jorge Vino Rodriguez

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] MS VS C++ 6.0 source compile info

2004-12-03 Thread Tony \omega\ Sergi
Uhm, thats very wrong, who told you that?

The reason most people can't compile it is because they have SP6 and no
processor pack.

-omega


-Original Message-
From: Jorge Rodriguez [mailto:[EMAIL PROTECTED]
Sent: December 3, 2004 9:46 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] MS VS C++ 6.0 source compile info

You mean the SDK, right? We can't build the engine, so I'm indifferent to
what it compiles one. :P

The word on the street (or in TWL anyways) is that the SDK uses too much STL
for it to be trusted on VS 6. However, if you can tell me this is wrong, it
would be very good news indeed :D

On Fri, Dec 03, 2004 at 06:44:12PM -0800, Alfred Reynolds wrote:
 The Source engine barely uses STL. It will run fine with VC6.0 (the
 retail release was built using it), we have just moved onto VC7.1
 internally (and only support it now).

 - Alfred

 Original Message
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jorge
 Rodriguez Sent: Friday, December 03, 2004 6:19 PM To:
 [EMAIL PROTECTED] Subject: Re: [hlcoders] MS VS C++ 6.0
 source compile info

  This is very interesting. Does the game play reliably? From what I
  hear, the bs6 STL is really bad, therefore should not be trusted with
  Half-Life 2. I would hate to get on with mod development with vs6 and
  then discover later that there are instabilities deep within the
  bowels of HL2/STL that I can't deal with.
 
  On Fri, Dec 03, 2004 at 08:05:04PM -0600, James Hoegl wrote:
   FYI to all, after some searching I found the below...
  
   Follow and read all information on this page and it will compile.
  
   Note that you need SP5 and the processor pack that goes with SP5,
   SP6 will not work.
  
   http://hl2sdk.wolferix.de/index.php/Compiling
  
   Also note the link to the project files at the bottom. Just copy
   into your source dir and open the project.
  
   Should compile no problem.
  
   -
   This is also intended for archives
  
  
   --
   No virus found in this outgoing message.
   Checked by AVG Anti-Virus.
   Version: 7.0.289 / Virus Database: 265.4.5 - Release Date: 12/3/2004
  
  
   ___
   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


--
Jorge Vino Rodriguez

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



---
Incoming mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
Version: 6.0.799 / Virus Database: 543 - Release Date: 19/11/2004


---
Outgoing mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
Version: 6.0.799 / Virus Database: 543 - Release Date: 19/11/2004



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] MS VS C++ 6.0 source compile info

2004-12-03 Thread Alfred Reynolds
Yes, by Source engine I really meant SDK :)  The only place I found that
uses STL is some of the AI code (ai_behavior_follow.cpp) and it only
uses some basic functionality. Using VC6 will be fine.

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jorge
Rodriguez Sent: Friday, December 03, 2004 6:46 PM To:
[EMAIL PROTECTED] Subject: Re: [hlcoders] MS VS C++ 6.0
source compile info

 You mean the SDK, right? We can't build the engine, so I'm
 indifferent to what it compiles one. :P

 The word on the street (or in TWL anyways) is that the SDK uses too
 much STL for it to be trusted on VS 6. However, if you can tell me
 this is wrong, it would be very good news indeed :D

 On Fri, Dec 03, 2004 at 06:44:12PM -0800, Alfred Reynolds wrote:
  The Source engine barely uses STL. It will run fine with VC6.0 (the
  retail release was built using it), we have just moved onto VC7.1
  internally (and only support it now).
 
  - Alfred
 
  Original Message
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Jorge
  Rodriguez Sent: Friday, December 03, 2004 6:19 PM To:
  [EMAIL PROTECTED] Subject: Re: [hlcoders] MS VS C++
  6.0
  source compile info
 
   This is very interesting. Does the game play reliably? From what I
   hear, the bs6 STL is really bad, therefore should not be trusted
   with Half-Life 2. I would hate to get on with mod development with
   vs6 and then discover later that there are instabilities deep
   within the bowels of HL2/STL that I can't deal with.
  
   On Fri, Dec 03, 2004 at 08:05:04PM -0600, James Hoegl wrote:
FYI to all, after some searching I found the below...
   
Follow and read all information on this page and it will
compile.
   
Note that you need SP5 and the processor pack that goes with
SP5, SP6 will not work.
   
http://hl2sdk.wolferix.de/index.php/Compiling
   
Also note the link to the project files at the bottom. Just copy
into your source dir and open the project.
   
Should compile no problem.
   
-
This is also intended for archives
   
   
--
No virus found in this outgoing message.
Checked by AVG Anti-Virus.
Version: 7.0.289 / Virus Database: 265.4.5 - Release Date:
12/3/2004
   
   
___
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

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



[hlcoders] Newbish question

2004-12-03 Thread r00t 3:16
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
This might be a newbish question but.
It says that they included dm_lockdown
Do you have to compile this map to run it?

I would imagine soo.
Or is there something I am missing.

r00t 3:16
CQC Gaming
www.cqc-gaming.com
--


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




Re: [hlcoders] MS VS C++ 6.0 source compile info

2004-12-03 Thread James Hoegl
STL is STL, there is no difference between versions of Visual Studio
provided by Microsoft. STL is in fact, its own entity, separate from MS.
I dont know how there is a difference in that.
BTW, I got the default compiled and loaded, no errors, no issues.
Jorge Rodriguez wrote:
You mean the SDK, right? We can't build the engine, so I'm indifferent to what 
it compiles one. :P
The word on the street (or in TWL anyways) is that the SDK uses too much STL 
for it to be trusted on VS 6. However, if you can tell me this is wrong, it 
would be very good news indeed :D
On Fri, Dec 03, 2004 at 06:44:12PM -0800, Alfred Reynolds wrote:

The Source engine barely uses STL. It will run fine with VC6.0 (the
retail release was built using it), we have just moved onto VC7.1
internally (and only support it now).
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jorge
Rodriguez Sent: Friday, December 03, 2004 6:19 PM To:
[EMAIL PROTECTED] Subject: Re: [hlcoders] MS VS C++ 6.0
source compile info

This is very interesting. Does the game play reliably? From what I
hear, the bs6 STL is really bad, therefore should not be trusted with
Half-Life 2. I would hate to get on with mod development with vs6 and
then discover later that there are instabilities deep within the
bowels of HL2/STL that I can't deal with.
On Fri, Dec 03, 2004 at 08:05:04PM -0600, James Hoegl wrote:

FYI to all, after some searching I found the below...
Follow and read all information on this page and it will compile.
Note that you need SP5 and the processor pack that goes with SP5,
SP6 will not work.
http://hl2sdk.wolferix.de/index.php/Compiling
Also note the link to the project files at the bottom. Just copy
into your source dir and open the project.
Should compile no problem.
-
This is also intended for archives
--
No virus found in this outgoing message.
Checked by AVG Anti-Virus.
Version: 7.0.289 / Virus Database: 265.4.5 - Release Date: 12/3/2004
___
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

--
Jorge Vino Rodriguez
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



--
No virus found in this outgoing message.
Checked by AVG Anti-Virus.
Version: 7.0.289 / Virus Database: 265.4.5 - Release Date: 12/3/2004
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


Re: [hlcoders] MS VS C++ 6.0 source compile info

2004-12-03 Thread Jorge Rodriguez
I'm sorry, maybe I meant templates in general? In any case, I appear to be 
gravely mistaken. Thank you very much for letting me know all this.

On Fri, Dec 03, 2004 at 09:18:36PM -0600, James Hoegl wrote:
 STL is STL, there is no difference between versions of Visual Studio
 provided by Microsoft. STL is in fact, its own entity, separate from MS.

 I dont know how there is a difference in that.

 BTW, I got the default compiled and loaded, no errors, no issues.


--
Jorge Vino Rodriguez

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] MS VS C++ 6.0 source compile info

2004-12-03 Thread Taylor Sherman
Actually, the implementations differ drastically. The vc6 implementation
was, uh, not so good.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James Hoegl
Sent: Friday, December 03, 2004 7:19 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] MS VS C++ 6.0 source compile info

STL is STL, there is no difference between versions of Visual Studio
provided by Microsoft. STL is in fact, its own entity, separate from MS.

I dont know how there is a difference in that.

BTW, I got the default compiled and loaded, no errors, no issues.

Jorge Rodriguez wrote:

You mean the SDK, right? We can't build the engine, so I'm indifferent
to what it compiles one. :P

The word on the street (or in TWL anyways) is that the SDK uses too
much STL for it to be trusted on VS 6. However, if you can tell me this
is wrong, it would be very good news indeed :D

On Fri, Dec 03, 2004 at 06:44:12PM -0800, Alfred Reynolds wrote:


The Source engine barely uses STL. It will run fine with VC6.0 (the
retail release was built using it), we have just moved onto VC7.1
internally (and only support it now).

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jorge
Rodriguez Sent: Friday, December 03, 2004 6:19 PM To:
[EMAIL PROTECTED] Subject: Re: [hlcoders] MS VS C++ 6.0
source compile info



This is very interesting. Does the game play reliably? From what I
hear, the bs6 STL is really bad, therefore should not be trusted with
Half-Life 2. I would hate to get on with mod development with vs6 and
then discover later that there are instabilities deep within the
bowels of HL2/STL that I can't deal with.

On Fri, Dec 03, 2004 at 08:05:04PM -0600, James Hoegl wrote:


FYI to all, after some searching I found the below...

Follow and read all information on this page and it will compile.

Note that you need SP5 and the processor pack that goes with SP5,
SP6 will not work.

http://hl2sdk.wolferix.de/index.php/Compiling

Also note the link to the project files at the bottom. Just copy
into your source dir and open the project.

Should compile no problem.

-
This is also intended for archives


--
No virus found in this outgoing message.
Checked by AVG Anti-Virus.
Version: 7.0.289 / Virus Database: 265.4.5 - Release Date: 12/3/2004


___
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




--
Jorge Vino Rodriguez

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders








--
No virus found in this outgoing message.
Checked by AVG Anti-Virus.
Version: 7.0.289 / Virus Database: 265.4.5 - Release Date: 12/3/2004


___
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



Re: [hlcoders] MS VS C++ 6.0 source compile info

2004-12-03 Thread Draco
I have only one error on the client side code to go(i am using the bare
bones code)

// This links our server-side call to a client-side function
DECLARE_CLIENT_EFFECT( Sparkle, SparkleCallback );

that line gives the error

Compiling...
c_sdk_env_sparkler.cpp
C:\PD\src\cl_dll\sdk\c_sdk_env_sparkler.cpp(195) : fatal error C1010:
unexpected end of file while looking for precompiled header directive
Error executing cl.exe.

how should this be fixed?

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] Using gpGlobals-maxclients

2004-12-03 Thread David Anderson
Alfred, is it possible the plugin interface could be extended to do this?
The tasking system for most Metamod-plugins I wrote for HL1 used the timer
in gpGlobals to work.  It was a nice, OS independent way of measuring in
sub-second intervals matched with the framerate.
Are there any other ways to do this?
Thanks,
 -David Anderson
On Fri, 3 Dec 2004, Alfred Reynolds wrote:
You don't have any code there to make gpGlobals point anywhere
useful
The game dll initializes it in CServerGameDLL::DLLInit() but plugins
don't have that call so you can't get access to it.
Use IServerGameClients::GetPlayerLimits() to get the min and max players
for the mod, or record the maxplayers in use for the current map from
CEmptyServerPlugin::ServerActivate().
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Josh Sent:
Friday, December 03, 2004 6:40 PM To: [EMAIL PROTECTED]
Subject: [hlcoders] Using gpGlobals-maxclients
OK how Do I use it? I tried
static CGlobalVarsBase dummyvars( true ); // So stuff that might
reference gpGlobals during DLL initialization won't have a NULL
pointer. // Once the engine calls Init on this DLL, this pointer gets
assigned to the shared data in the engine CGlobalVarsBase *gpGlobals
= dummyvars;
Then did gpGlobals-maxclients, but I'm getting a 0 in return.  Does
it need to be defined elsewhere?  I'm lost :(  I'm trying to use this
in a plugin.
Thanks,
Josh (Pimp Daddy)
___
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

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


RE: [hlcoders] Using gpGlobals-maxclients

2004-12-03 Thread Alfred Reynolds
You can use IEffects::Time from the IEFFECTS_INTERFACE_VERSION in the
game dll to get access to gpGlobals-curtime. gpGlobals is a crutch and
I want to kill it off :) Looking at the class defn for it you only need
curtime and maxplayers from it which can be found via other sources, so
lets leave it out for now.

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David
Anderson Sent: Friday, December 03, 2004 9:31 PM To:
[EMAIL PROTECTED] Subject: RE: [hlcoders] Using
gpGlobals-maxclients

 Alfred, is it possible the plugin interface could be extended to do
 this?

 The tasking system for most Metamod-plugins I wrote for HL1 used the
 timer in gpGlobals to work.  It was a nice, OS independent way of
 measuring in sub-second intervals matched with the framerate.

 Are there any other ways to do this?

 Thanks,

   -David Anderson


 On Fri, 3 Dec 2004, Alfred Reynolds wrote:

  You don't have any code there to make gpGlobals point anywhere
  useful
 
  The game dll initializes it in CServerGameDLL::DLLInit() but plugins
  don't have that call so you can't get access to it.
 
  Use IServerGameClients::GetPlayerLimits() to get the min and max
  players for the mod, or record the maxplayers in use for the current
  map from CEmptyServerPlugin::ServerActivate().
 
  - Alfred
 
  Original Message
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Josh
  Sent:
  Friday, December 03, 2004 6:40 PM To:
  [EMAIL PROTECTED]
  Subject: [hlcoders] Using gpGlobals-maxclients
 
   OK how Do I use it? I tried
   static CGlobalVarsBase dummyvars( true ); // So stuff that might
   reference gpGlobals during DLL initialization won't have a NULL
   pointer. // Once the engine calls Init on this DLL, this pointer
   gets assigned to the shared data in the engine CGlobalVarsBase
   *gpGlobals = dummyvars;
  
   Then did gpGlobals-maxclients, but I'm getting a 0 in return.
   Does it need to be defined elsewhere?  I'm lost :(  I'm trying to
   use this in a plugin.
  
   Thanks,
   Josh (Pimp Daddy)
  
  
   ___
   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
 
 

 ___
 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



RE: [hlcoders] Using gpGlobals-maxclients

2004-12-03 Thread David Anderson
Thank you very much, Alfred!
 -David Anderson
On Fri, 3 Dec 2004, Alfred Reynolds wrote:
You can use IEffects::Time from the IEFFECTS_INTERFACE_VERSION in the
game dll to get access to gpGlobals-curtime. gpGlobals is a crutch and
I want to kill it off :) Looking at the class defn for it you only need
curtime and maxplayers from it which can be found via other sources, so
lets leave it out for now.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David
Anderson Sent: Friday, December 03, 2004 9:31 PM To:
[EMAIL PROTECTED] Subject: RE: [hlcoders] Using
gpGlobals-maxclients
Alfred, is it possible the plugin interface could be extended to do
this?
The tasking system for most Metamod-plugins I wrote for HL1 used the
timer in gpGlobals to work.  It was a nice, OS independent way of
measuring in sub-second intervals matched with the framerate.
Are there any other ways to do this?
Thanks,
  -David Anderson
On Fri, 3 Dec 2004, Alfred Reynolds wrote:
You don't have any code there to make gpGlobals point anywhere
useful
The game dll initializes it in CServerGameDLL::DLLInit() but plugins
don't have that call so you can't get access to it.
Use IServerGameClients::GetPlayerLimits() to get the min and max
players for the mod, or record the maxplayers in use for the current
map from CEmptyServerPlugin::ServerActivate().
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Josh
Sent:
Friday, December 03, 2004 6:40 PM To:
[EMAIL PROTECTED]
Subject: [hlcoders] Using gpGlobals-maxclients
OK how Do I use it? I tried
static CGlobalVarsBase dummyvars( true ); // So stuff that might
reference gpGlobals during DLL initialization won't have a NULL
pointer. // Once the engine calls Init on this DLL, this pointer
gets assigned to the shared data in the engine CGlobalVarsBase
*gpGlobals = dummyvars;
Then did gpGlobals-maxclients, but I'm getting a 0 in return.
Does it need to be defined elsewhere?  I'm lost :(  I'm trying to
use this in a plugin.
Thanks,
Josh (Pimp Daddy)
___
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

___
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

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


[hlcoders] Want To add handle_say event

2004-12-03 Thread Ray Toye
I didnt do any coding (besides smalls plugins) for hl1
so this is all new to me and adding the fact that all
my c++ coding is done with Borland Builder, Im
a bit lost on making a server plugin dll.
I have compiled the serverplugin_empty project
using VC++ 6 successfully and Now I would like to
add the mechinism to trap the say and say_team events
and I dont even know where to begin.
Can someone point me in the right Direction?





__
Do you Yahoo!?
Yahoo! Mail - You care about security. So do we.
http://promotions.yahoo.com/new_mail

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] I know this is a long shot

2004-12-03 Thread Michael Fischer
Yeah, I'd like to use the HL2 weapons.  Essentially, I want to be able
to create a mod identical to HL2DM in every respect, for the purpose of
modifying it.
I'm just wondering if anyone else has had any luck doing this in some
simple way.
Ryan Horton wrote:
Are you looking specifically for HL2 weapons? As in, not the CS
weapons? Because you can use the shotgun, mp5, and grenade from CS if
you just do a straight, untouched build off of Start a mod from
scratch
On Fri, 03 Dec 2004 13:14:24 -0500, Michael Fischer [EMAIL PROTECTED] 
wrote:

I'm interested in this too.  I've tried both options in the Create a Mod
dialog.  Start a mod from scratch seems to create a bare-bones
multiplayer mod, and doesn't make use of any of the HL2 weapon code (the
files are included in the project, but they're excluded from the
build).  Modify Half-Life 2 does include the HL weapon code, but of
course the default behavior for the mod is a single player game.
Changing appid in gameinfo.txt to 320 or using -applaunch 320 for
steam.exe doesn't seem to do the trick (the changes I made to the source
still don't have any effect, since it looks like it's just loading the
old deathmatch dll).
So, has anyone been able to basically recompile HL2DM with the SDK?  I'd
imagine this is how mods like Rocket Crowbar get their beginnings.
-Mike

Kyle Keating wrote:

but is the code for your hl2dm including with the hl2 sdk, or is it
jsut the single player. I'm interested in making a simple mod to
improve featuring for hldm2. I do not wish to make a whole new mod or
recreate hldm2.
___
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


___
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


RE: [hlcoders] Want To add handle_say event

2004-12-03 Thread Alfred Reynolds
You can't right now, I will be adding a game event that fires when a say
message is sent.

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ray Toye
Sent: Friday, December 03, 2004 9:01 PM To:
[EMAIL PROTECTED] Subject: [hlcoders] Want To add
handle_say event

 I didnt do any coding (besides smalls plugins) for hl1 so this is all
 new to me and adding the fact that all my c++ coding is done with
 Borland Builder, Im a bit lost on making a server plugin dll. I have
 compiled the serverplugin_empty project using VC++ 6 successfully and
 Now I would like to add the mechinism to trap the say and say_team
 events and I dont even know where to begin.
 Can someone point me in the right Direction?





 __
 Do you Yahoo!?
 Yahoo! Mail - You care about security. So do we.
 http://promotions.yahoo.com/new_mail

 ___
 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



[hlcoders] Creating Effects using the plugin interface

2004-12-03 Thread Josh
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
OK in HL1 you had things like TE_SPRITE, TE_LARGEFUNNEL, etc. You could
create cool effects on the client's machine.  Is anything like this possible
with the built-in plugin interface for HL2?  I've browsed the source for
hours, and the only messages I have seen so far are purely text/menus.



Josh (Pimp Daddy)



--


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] Creating Effects using the plugin interface

2004-12-03 Thread Alfred Reynolds
See Ieffects, my previous email shows how to get at it.

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Josh Sent:
Friday, December 03, 2004 9:17 PM To: [EMAIL PROTECTED]
Subject: [hlcoders] Creating Effects using the plugin interface

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ] OK in HL1 you had
 things like TE_SPRITE, TE_LARGEFUNNEL, etc. You could create cool
 effects on the client's machine.  Is anything like this possible with
 the built-in plugin interface for HL2?  I've browsed the source for
 hours, and the only messages I have seen so far are purely
 text/menus.



 Josh (Pimp Daddy)

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] Creating Effects using the plugin interface

2004-12-03 Thread Josh
Yes I looked and saw those, compared to the HL source it doesn't seem like
very much, only about 8 functions.  Are there any others that I'm missing?

Josh

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: Saturday, December 04, 2004 12:31 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Creating Effects using the plugin interface

See Ieffects, my previous email shows how to get at it.

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Josh Sent:
Friday, December 03, 2004 9:17 PM To: [EMAIL PROTECTED]
Subject: [hlcoders] Creating Effects using the plugin interface

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ] OK in HL1 you had
 things like TE_SPRITE, TE_LARGEFUNNEL, etc. You could create cool
 effects on the client's machine.  Is anything like this possible with
 the built-in plugin interface for HL2?  I've browsed the source for
 hours, and the only messages I have seen so far are purely
 text/menus.



 Josh (Pimp Daddy)

___
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



RE: [hlcoders] Creating Effects using the plugin interface

2004-12-03 Thread Josh
OK what If I wanted to create a sprite at a certain origin.  Is this
possible with the plugin interface?

Josh

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: Saturday, December 04, 2004 12:31 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Creating Effects using the plugin interface

See Ieffects, my previous email shows how to get at it.

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Josh Sent:
Friday, December 03, 2004 9:17 PM To: [EMAIL PROTECTED]
Subject: [hlcoders] Creating Effects using the plugin interface

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ] OK in HL1 you had
 things like TE_SPRITE, TE_LARGEFUNNEL, etc. You could create cool
 effects on the client's machine.  Is anything like this possible with
 the built-in plugin interface for HL2?  I've browsed the source for
 hours, and the only messages I have seen so far are purely
 text/menus.



 Josh (Pimp Daddy)

___
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



[hlcoders] re: Retreiving a player's origin for use in a plugin

2004-12-03 Thread Josh
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
How do I retrieve a player's origin if I have their entid/index ?



Thanks,

Josh

--


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] server protocol doc and hl2 SDK

2004-12-03 Thread Alfred Reynolds
The server protocol is very similar to HL1, the changes have been
released on the hlds_apps list. We will be adding more documents to the
SDK over time, I am sure this will eventually be one of them.

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Brian A.
Stumm Sent: Friday, December 03, 2004 10:06 PM To:
[EMAIL PROTECTED]; [EMAIL PROTECTED] Subject:
[hlcoders] server protocol doc and hl2 SDK

 I have looked around and see no official doc that resembles the
 server protocol document that was included in hl1 SDK. Where can I
 obtain the official reference?

 Alfred?


 ___
 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



RE: [hlcoders] Adding other languages .. (localization)

2004-12-03 Thread Alfred Reynolds
The Source engine fully supports the unicode character set. We do not
currently support right to left text entry. Mods can define the fonts
used to render their game, you would need to use one that includes the
Arabic character set. You could use the vgui controls source code as a
base to implement right to left text controls. So yes, it could be done
inside your mod (but not in the initial GameUI).

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Hasan
Aljudy Sent: Friday, December 03, 2004 9:44 PM To: hlcoders
Subject: [hlcoders] Adding other languages .. (localization)

 I really have no idea if this is possible or not, but is it possible
 to add support for additional languages? not programming languages ..
 I'm talking about localization and stuff.

 basically, I noticed steam doesn't quite support arabic, the source
 engine can render arabic fonts fine, the problem I think is related
 to encoding or something.
 I can't just type stuff in notepad and copy it over, because even
 though it looks correct in notepad, once I copy it to Source, it gets
 distorted .. I have to use the character map and copy stuff from
 there. an arabic letter have several forms depending on its position
 in the word .. initial, middle, final .. etc.

 my question is, is it possible to code stuff like this with the SDK?
 or is this not aailable to us?

 ___
 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



RE: [hlcoders] re: Retreiving a player's origin for use in a plugin

2004-12-03 Thread Alfred Reynolds
I don't think you can right now via any generic methods, we will be
adding a richer player querying API for plugins. In the mean time you
can rely on the CBaseEntity definition being constant for cstrike and
hl2dm.

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Josh Sent:
Friday, December 03, 2004 9:52 PM To: [EMAIL PROTECTED]
Subject: [hlcoders] re: Retreiving a player's origin for use in a plugin

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ] How do I retrieve a
 player's origin if I have their entid/index ?



 Thanks,

 Josh

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] Creating Effects using the plugin interface

2004-12-03 Thread Alfred Reynolds
You would send a sprite network message, see te_sprite.cpp and copy that
(you will have to bring in all the baseentity code to do this, good luck
:)

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Josh Sent:
Friday, December 03, 2004 9:43 PM To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Creating Effects using the plugin interface

 OK what If I wanted to create a sprite at a certain origin.  Is this
 possible with the plugin interface?

 Josh

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
 Reynolds
 Sent: Saturday, December 04, 2004 12:31 AM
 To: [EMAIL PROTECTED]
 Subject: RE: [hlcoders] Creating Effects using the plugin interface

 See Ieffects, my previous email shows how to get at it.

 - Alfred

 Original Message
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Josh Sent:
 Friday, December 03, 2004 9:17 PM To: [EMAIL PROTECTED]
 Subject: [hlcoders] Creating Effects using the plugin interface

  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ] OK in HL1 you had
  things like TE_SPRITE, TE_LARGEFUNNEL, etc. You could create cool
  effects on the client's machine.  Is anything like this possible
  with the built-in plugin interface for HL2?  I've browsed the
  source for hours, and the only messages I have seen so far are
  purely text/menus.
 
 
 
  Josh (Pimp Daddy)

 ___
 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

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders