RE: [hlcoders] A more perfect (plugin) union...

2004-12-19 Thread Spencer 'voogru' MacDonald
I say dump the plug-in system, have Valve do some exports and have the
community make their own third party plug-in system, such as Metamod.

That way, Valve doesn't have yet another project to do, and when we want to
do something with a plug-in, we don't have to beg valve to add the ability
for us to do something, we can just do it ourselves.

IMO, The plug-in SDK is pretty much useless, I can't even create useful
entities, or modify existing ones without going all evil crazy monkey
programmer with memory address's, which of course the offsets change
everything someone at Valve decides to do an update, meaning more evil crazy
monkey programming.

I have a doubt that they will make the plug-in system as powerful as, say,
the metamod plug-in interface, which lets us fool with every engine function
and DLL function. In the current plug-in SDK, I see nothing that would allow
anything like this.

This is my opinion of course, and I hope I'm wrong.

I hope server side mods of already existing mods (without the source to the
mod) are not a thing of the past, because sometimes a mod might already be
great, and you just want to add your own touch to it such as, changing a
weapon around a bit, making an entity do things a little differently, making
players spawn with giant Mexican hats on their head, shooting fireworks at
other players... and so on :P.

- Spencer "voogru" MacDonald



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RE: [hlcoders] player_say?

2004-12-19 Thread Tony Paloma
I never receive this event. I get others like player_hurt but not say.
I run hl2mp and a dedicated server with the plugin.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel
Sent: Sunday, December 19, 2004 11:51 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] player_say?

player_say is an event and will be fired in the FireGameEvent
function.

Greets
Ronny


> It seems like the only function that is called when a player uses the say
> command is SetCommandIndex (or something like that). I couldn't get
> ClientCommand to work with it.
>
> - Original Message -
> From: "Josh" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Sunday, December 19, 2004 6:41 PM
> Subject: RE: [hlcoders] player_say?
>
>
>> Why not register it as a say command?  Couldn't we then block it?
>>
>> Or is it not possible to block a player's say command yet.
>>
>> Josh
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel
>> Sent: Sunday, December 19, 2004 6:16 AM
>> To: [EMAIL PROTECTED]
>> Subject: Re: [hlcoders] player_say?
>>
>>
>> Dont register say as a concommand.
>>
>> Greets
>> Ronny
>>
>>
>>> I'm also not getting player_say. Anybody know a solution?
>>>
>>> -Original Message-
>>> From: [EMAIL PROTECTED]
>>> [mailto:[EMAIL PROTECTED] On Behalf Of Ronny
>>> Schedel
>>> Sent: Thursday, December 16, 2004 4:35 PM
>>> To: [EMAIL PROTECTED]
>>> Subject: Re: [hlcoders] player_say?
>>>
>>> Wierd, I get player_say now trough FireGameEvent. Anyways, a
>>> documentation would be nice.
>>>
>>> Greets
>>> Ronny
>>>
>>>
 Since the latest update, there should be a player_say event.
 But I dont get this event via FireGameEvent nor via ClientCommand
 in CS:S. Where is the event?
 Instead I get some more undocumented events like player_footstep,
 door_moving, bullet_impact. Do we get some documentation for
 this?
 And, HudMsg is still not working in CS:S.

 Greets
 Ronny

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>>>
>>>
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>>
>>
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[hlcoders] A more perfect (plugin) union...

2004-12-19 Thread Roy Laurie
*sits on Valve's lap*

This is what I want for Christams...

namespace WhatShouldBeAvailableToPluginsButAreNot
{
  // * Something similar to the UTIL_PrintAll functions et. all.
  class CBasePlayer; // or some form of interface
  class CBaseTeam; //  ^ likewise
}

Currently, a "more rich plugin API" is saying -a lot-, guys.

This is what I currenty have for the visual-text representation in my mind:

Server and Client API => Chunky Belgian boy named Hanz, whose face is smeered 
with
chocolate.

Plugin API => Holocaust survivor on VE Day.

Come on now...

However, good work so far guys! Thanks.

--Roy "Kylratix" Laurie
http://www.hl2-dev.com/

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Re: [hlcoders] player_say?

2004-12-19 Thread Ronny Schedel
player_say is an event and will be fired in the FireGameEvent
function.
Greets
Ronny

It seems like the only function that is called when a player uses the say
command is SetCommandIndex (or something like that). I couldn't get
ClientCommand to work with it.
- Original Message -
From: "Josh" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, December 19, 2004 6:41 PM
Subject: RE: [hlcoders] player_say?

Why not register it as a say command?  Couldn't we then block it?
Or is it not possible to block a player's say command yet.
Josh
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel
Sent: Sunday, December 19, 2004 6:16 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] player_say?
Dont register say as a concommand.
Greets
Ronny

I'm also not getting player_say. Anybody know a solution?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ronny
Schedel
Sent: Thursday, December 16, 2004 4:35 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] player_say?
Wierd, I get player_say now trough FireGameEvent. Anyways, a
documentation would be nice.
Greets
Ronny

Since the latest update, there should be a player_say event.
But I dont get this event via FireGameEvent nor via ClientCommand
in CS:S. Where is the event?
Instead I get some more undocumented events like player_footstep,
door_moving, bullet_impact. Do we get some documentation for
this?
And, HudMsg is still not working in CS:S.
Greets
Ronny
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Re: [hlcoders] player_say?

2004-12-19 Thread Pavol Marko
It seems like the only function that is called when a player uses the say
command is SetCommandIndex (or something like that). I couldn't get
ClientCommand to work with it.
- Original Message -
From: "Josh" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, December 19, 2004 6:41 PM
Subject: RE: [hlcoders] player_say?

Why not register it as a say command?  Couldn't we then block it?
Or is it not possible to block a player's say command yet.
Josh
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel
Sent: Sunday, December 19, 2004 6:16 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] player_say?
Dont register say as a concommand.
Greets
Ronny

I'm also not getting player_say. Anybody know a solution?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel
Sent: Thursday, December 16, 2004 4:35 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] player_say?
Wierd, I get player_say now trough FireGameEvent. Anyways, a
documentation would be nice.
Greets
Ronny

Since the latest update, there should be a player_say event.
But I dont get this event via FireGameEvent nor via ClientCommand
in CS:S. Where is the event?
Instead I get some more undocumented events like player_footstep,
door_moving, bullet_impact. Do we get some documentation for
this?
And, HudMsg is still not working in CS:S.
Greets
Ronny
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Re: [hlcoders] player_say?

2004-12-19 Thread Ronny Schedel
Due to the lack of documentation for the new events, I used
the following code to get the needed values:
KeyValues* kv;
kv=event->GetFirstValue();
while(kv)
{
   Log("[VALUE] %s : %s\n", kv->GetName(), kv->GetString());
   kv = kv->GetNextValue();
}
There is no magic, you have to read the header files, nothing
else.
Greets
Ronny

I noticed the update as well, if anyone has any documentation on how to
work
it, please provide. Thanks,
McFace
- Original Message -
From: "Ronny Schedel" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, December 19, 2004 1:57 PM
Subject: Re: [hlcoders] player_say?

You can do what you want. But he asks why he doesnt get
the player_say event.
Greets
Ronny

Why not register it as a say command?  Couldn't we then block it?
Or is it not possible to block a player's say command yet.
Josh
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ronny
Schedel
Sent: Sunday, December 19, 2004 6:16 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] player_say?
Dont register say as a concommand.
Greets
Ronny

I'm also not getting player_say. Anybody know a solution?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ronny
Schedel
Sent: Thursday, December 16, 2004 4:35 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] player_say?
Wierd, I get player_say now trough FireGameEvent. Anyways, a
documentation would be nice.
Greets
Ronny

Since the latest update, there should be a player_say event.
But I dont get this event via FireGameEvent nor via ClientCommand
in CS:S. Where is the event?
Instead I get some more undocumented events like player_footstep,
door_moving, bullet_impact. Do we get some documentation for
this?
And, HudMsg is still not working in CS:S.
Greets
Ronny
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Re: [hlcoders] player_say?

2004-12-19 Thread Evan McEwen
I noticed the update as well, if anyone has any documentation on how to work
it, please provide. Thanks,
McFace
- Original Message -
From: "Ronny Schedel" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, December 19, 2004 1:57 PM
Subject: Re: [hlcoders] player_say?

You can do what you want. But he asks why he doesnt get
the player_say event.
Greets
Ronny

Why not register it as a say command?  Couldn't we then block it?
Or is it not possible to block a player's say command yet.
Josh
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel
Sent: Sunday, December 19, 2004 6:16 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] player_say?
Dont register say as a concommand.
Greets
Ronny

I'm also not getting player_say. Anybody know a solution?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ronny
Schedel
Sent: Thursday, December 16, 2004 4:35 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] player_say?
Wierd, I get player_say now trough FireGameEvent. Anyways, a
documentation would be nice.
Greets
Ronny

Since the latest update, there should be a player_say event.
But I dont get this event via FireGameEvent nor via ClientCommand
in CS:S. Where is the event?
Instead I get some more undocumented events like player_footstep,
door_moving, bullet_impact. Do we get some documentation for
this?
And, HudMsg is still not working in CS:S.
Greets
Ronny
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Re: [hlcoders] player_say?

2004-12-19 Thread Ronny Schedel
You can do what you want. But he asks why he doesnt get
the player_say event.
Greets
Ronny

Why not register it as a say command?  Couldn't we then block it?
Or is it not possible to block a player's say command yet.
Josh
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel
Sent: Sunday, December 19, 2004 6:16 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] player_say?
Dont register say as a concommand.
Greets
Ronny

I'm also not getting player_say. Anybody know a solution?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel
Sent: Thursday, December 16, 2004 4:35 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] player_say?
Wierd, I get player_say now trough FireGameEvent. Anyways, a
documentation would be nice.
Greets
Ronny

Since the latest update, there should be a player_say event.
But I dont get this event via FireGameEvent nor via ClientCommand
in CS:S. Where is the event?
Instead I get some more undocumented events like player_footstep,
door_moving, bullet_impact. Do we get some documentation for
this?
And, HudMsg is still not working in CS:S.
Greets
Ronny
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RE: [hlcoders] player_say?

2004-12-19 Thread Josh
Why not register it as a say command?  Couldn't we then block it?

Or is it not possible to block a player's say command yet.

Josh

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel
Sent: Sunday, December 19, 2004 6:16 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] player_say?


Dont register say as a concommand.

Greets
Ronny


> I'm also not getting player_say. Anybody know a solution?
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel
> Sent: Thursday, December 16, 2004 4:35 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] player_say?
>
> Wierd, I get player_say now trough FireGameEvent. Anyways, a
> documentation would be nice.
>
> Greets
> Ronny
>
>
>> Since the latest update, there should be a player_say event.
>> But I dont get this event via FireGameEvent nor via ClientCommand
>> in CS:S. Where is the event?
>> Instead I get some more undocumented events like player_footstep,
>> door_moving, bullet_impact. Do we get some documentation for
>> this?
>> And, HudMsg is still not working in CS:S.
>>
>> Greets
>> Ronny
>>
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Re: [hlcoders] Player Animations

2004-12-19 Thread Phil Bowens
This is as far as I have gotten (before getting sidetracked), as well.
I posted to this list a couple weeks ago describing this exact problem
(there is a screenshot there showing your initial problem before this
recent finding .. if you want to dig through your history or the
archives).

Valve-- is there any timeframe when  documentation regarding the
animation layers will be posted? If this is a trivial feature, any
pointers as to what we're missing? I understand there are more
important things than SDK documentation but even a brief insight into
what should be attempted would help us a long way. =)


On Thu, 16 Dec 2004 17:31:23 -0600, Matthew Lewis <[EMAIL PROTECTED]> wrote:
> Just a follow up listing what I've learned. It seems that the problem lies 
> with the call
> to UpdateAimSequenceLayers(). Everything works so long as the upper animation 
> is doing
> the same thing as the lower animation. For example, if the lower activity is 
> set to
> ACT_RUN and the upper sequence is set to 'run_holding_all', then everything 
> works as
> expected. However, if the lower activity is set to ACT_RUN and the upper is 
> set to
> 'shoot_smg1', then the lower animation goes into the ragdoll mode and drags 
> the legs
> across the floor. So it would seem that there is no way to combine a run 
> animation with
> a shoot sequence since the shoot sequence is based on the model standing 
> still rather
> than running. The same goes for trying to play a reload animation while 
> walking or
> running. Is there is way to make the models work like they did in HL1 where 
> the upper
> and lower animations were essentially indepedently settable, or do you just 
> not play
> shoot and reload animations while moving?
>
> *
> Well I tried the suggestions given by the Wavelength site, but as it
> turns out, I had already made most of  the recommended changes already,
> except for blocking the rendering of the viewmodel in third person mode.
>
> After fighting with the problem some more, I finally got the the upper
> body to render the correct animation, but despite my best efforts, the
> lower body still refuses to accept the ACT_WALK animation. The lower
> body is  stuck in the ragdoll mode and just drags the legs and feet
> across the floor during  movement. I have also tried to brute force an
> animation sequence onto the model by altering the "void
> CBasePlayerAnimState::ComputeMainSequence()" such that it always selects
> ACT_WALK as the ideal activity and selects "run_all" as the
> 'animDesired'. It still refuses to accept the lower body animation. I'm
> out of ideas. Any thoughts?
> **
>
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>


--
Phil Bowens

He who is the greatest of warriors overcomes and subdues himself.

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Re: [hlcoders] player_say?

2004-12-19 Thread Ronny Schedel
Dont register say as a concommand.
Greets
Ronny

I'm also not getting player_say. Anybody know a solution?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel
Sent: Thursday, December 16, 2004 4:35 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] player_say?
Wierd, I get player_say now trough FireGameEvent. Anyways, a
documentation would be nice.
Greets
Ronny

Since the latest update, there should be a player_say event.
But I dont get this event via FireGameEvent nor via ClientCommand
in CS:S. Where is the event?
Instead I get some more undocumented events like player_footstep,
door_moving, bullet_impact. Do we get some documentation for
this?
And, HudMsg is still not working in CS:S.
Greets
Ronny
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Re: [hlcoders] (from Plugin) Retrieving a edict_t* from UserID

2004-12-19 Thread Pavol Marko
AFAIK, the userid increments with every player joined. So after 2 maps, a
player might have userid 60 or something.
If there isn't a function to get the entity index from the userid, you could
loop from 1 to maxplayers (passed to ServerActivate), call the function that
gets userid from player entity index (it's in the engine interface), and
compare the result of the function to your userid. Then, you can call
PEntFromIndex on it.
I may be wrong though :)
PM
- Original Message -
From: "Roy Laurie" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, December 19, 2004 2:59 AM
Subject: [hlcoders] (from Plugin) Retrieving a edict_t* from UserID

I had assumed that IVGameEngine::PEntFromIndex(int) would do the trick.
However, when
debugging, even as the  userid is currently valid, the formentioned
function returns what
would seem a blank entity. So two questions arise...
1) Are not the userid and engine entity index the same?
2) Most importantly, what other options are there for retrieving the
associated edict_t* -
without- doing the obvious and storing it for later use from whichever
function might provide
it.
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