RE: [hlcoders] Fun with the Code
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?
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
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
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
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
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
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
_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
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
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
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
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!
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
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
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
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
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
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
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!
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
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
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
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
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!
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
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
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
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!
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
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
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
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!
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!
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
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
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?
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
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
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!
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?
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!
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
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
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!
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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)
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
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
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