[hlcoders] Log console output

2005-01-10 Thread r00t 3:16
Anyone know the command to turn console output to log to a file?
I had found it before but forget the command...

r00t 3:16
CQC Gaming
www.cqc-gaming.com
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[hlcoders] Climbing Ladders

2005-01-10 Thread Markus Martin
Hello,

Has anyone else noticed an inability to climb ladders in the MP SDK
code? At first I thought this was because the CSDKGameMovement class
declared its own constructor without calling the base class
constructor and something was not being initialized, but this does not
help.

I've been digging around in game_movement.cpp. It appears that in
CGameMovement::LadderMove() only the top bit is being executed before
the traceline. I spit a message to the console right after this
traceline, but I only see it a few times at the beginning of a map,
and then never again. I will look into this more later, but school has
now started up (so I am stuck with java right now ;( ).

Any thoughts?

Greetings,
-Markus

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Re: [hlcoders] Movetypes and CollisionTypes

2005-01-10 Thread SuicideCommando
Hmmy attempts to change the collision rules don't seem to change
anything. I set my projectile up as follows:
pBullet->SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM );
pBullet->SetCollisionGroup(COLLISION_GROUP_PROJECTILE );
Then in ShouldCollide() in both the sdk_gamerules.cpp and in
gamesrules.cpp I set it to always return false if one of the objects in
the collision is of COLLISION_GROUP_PROJECTILE.
However, my projectiles collide with everything. I tried changing to
AddSolidFlags( FSOLID_NOT_SOLID ); but still, they collide with everything.
very confused,
suicide
Jay Stelly wrote:
COLLISION_GROUP_NONE is the default collision group.  These collide with
everything.  Other collision groups have special rules.  E.g.
COLLISION_GROUP_DEBRIS doesn't collide with other
COLLISION_GROUP_DEBRIS.
In the end, collision group is simply an id.  The behavior of it is
controlled by the mod's implementation of gamerules' ShouldCollide()
function.  In there you specific whether any pair of collision groups
collides with each other.  So you can make it do anything you want.
If you don't want an entity to have any collision, you set the solid
flag FSOLID_NOT_SOLID.
AddSolidFlags( FSOLID_NOT_SOLID );


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Hasan Aljudy
Sent: Friday, January 07, 2005 8:37 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Movetypes and CollisionTypes
I don't know what's the deal with collision groups, but it
seems when you put COLLISION_GROUP_NONE in a traceline it
hits everything :/
On Fri, 07 Jan 2005 18:09:35 -0800, SuicideCommando
<[EMAIL PROTECTED]> wrote:

I'm trying to model bullets as projectiles. I based my bullet class
off of CBaseEntity. I can get them to move correctly, but

I'm having

trouble with the collisions. I set the bullets as SetMoveType(
MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM );
SetCollisionGroup(COLLISION_GROUP_NONE);
thinking they would fly as projectiles, but not have any collisions
set up. Instead, they fly straight thru the ground on the test map,
but stick to objects (the hills and rocks). Anyone know why

it's doing this?

thanks,
suicide
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RE: [hlcoders] Respawn Bug MP SDK

2005-01-10 Thread Mike Dussault
Doing AddEffects( EF_NOINTERP ) when the player respawns will fix this
in most cases. There's a known bug in EF_NOINTERP where they'll still
interpolate sometimes, but we'll be fixing that in an SDK update.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tommi Bordi
Sent: Monday, January 10, 2005 11:08 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Respawn Bug MP SDK

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ] Hi,

Has anyone else noticed the respawn bug in multiplayer?
If not, heres a short description of it:

When you kill a player and when he is about to respawn, you can see that
the playermodel is created first above his corpse (ragdoll, what you
wish to call it).
And then you can actually see how the playermodel is moved to the
spawnpoint and ends the rest of the spawn code there.

Yes, it moves rather fast but you can easily predict where he is going
to spawn and it Can be seen rather easily in a small map where you have
visual range to the spawnpoint(s).

I have tried to trace it, but with not much success. (*bump*) Tried to
look in the different functions that involve playerdeath and respawning.
Both in CBasePlayer and CSDKPlayer.

Can anyone confirm this, or is just my SDK/Code/Computer/Friends
Computer?
Or even perhaps a solution? Hehe :-)

Thanks!

Best Regards
Tommi 'MindBlaster' Bordi

Note: Please forgive me for any typos..
--


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Re: [hlcoders] Rotating a player, physically. Along with their view. And hitboxes

2005-01-10 Thread Hasan Aljudy
with regards to changing the hitbox .. if you're working with the
single player, it's not automatic.


On Mon, 10 Jan 2005 12:37:23 -0800, David Byttow <[EMAIL PROTECTED]> wrote:
> 1. I don't have the code in front of me. Doesn't CBasePlayer have a
> pointer or some way to access its own anim state? If so, you can
> change it there?
>
> 2. Probably because it is calculated at end of frame or something from
> the camera matrix. Do a find in files for all accessors or set
> breakpoints to determine where.
>
> 3. What do you mean you created a prone position? When the player goes
> prone this is updated automatically.
>
> On Sat, 8 Jan 2005 12:55:32 -0800, Trauts <[EMAIL PROTECTED]> wrote:
> > 1) I've figured out that if I make m_angRender[PITCH] in
> > CBasePlayerAnimState = 90, then it'll rotate the player model. But how can I
> > make it so it'll rotate it from inside the CBasePlayer?
> >
> > 2) I can't seem to get the view to change. I'm guessing its in view.cpp, but
> > it could be in_camera.cpp. My changes don't seem to do anything. I know how
> > to change the matrix, supposing I knew where. There's a matrix in view.cpp,
> > but changing it doesn't do anything
> >
> > 3) Finally, I created a prone position. How can I modify the player's hitbox
> > so that collisions / damage will be proper again? Or is this automatic in
> > HL2?
> >
> > -Trauts
> >
> > ___
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> > please visit:
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> >
> >
>
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Re: [hlcoders] Problem...constantly getting Disconnected from Steam servers

2005-01-10 Thread Jeffrey \"botman\" Broome
Mike Michaels wrote:
Whenever I try to play HL2 Multiplayer online, I find that I am
constantly getting disconnected from every server I log into.  I get
disconnected on average of about once every 5-10 minutes.  Upon
disconnection, I always receive one of the two following error
messages:
Disconnected Error Message:
My guess is a crappy (or improperly configured) network connection.
If you are using Routers/Switches/Gateways, try removing them and
connect directly to your service provider and see if the problem goes
away.  If so, you know the Router/Switch/Gateway is not configured
properly, not compatible with HL2, and/or just plain broken.
If there is no change (connection still drops without R/S/G), try
contacting your ISP and ask them to run a "loop back" diagnostic on your
internet connection (they may has something misconfigured in your
neighborhood NID or bridge).
--
Jeffrey "botman" Broome
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RE: [hlcoders] Problem...constantly getting Disconnected from Steam servers

2005-01-10 Thread Alfred Reynolds
This is inappropriate for this list, the Steam forums or technical
support (as you have already tried) are the correct places to ask this.

The networking problem you mention are typically caused by a bad NAT
device (linksys ones seem to be the worst offenders at the moment).

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike
Michaels Sent: Monday, January 10, 2005 12:30 PM To:
hlcoders@list.valvesoftware.com Subject: [hlcoders]
Problem...constantly getting Disconnected from Steam servers

> I tried contacting Valve regarding this problem, but they haven't
> responded in over 3 weeks.  HL Elite programmer (007) told me that
> "hlcoders" were more efficient than Valve/Steam technical support and
> that I might be able to find help this way.  Basically, my problem is
> as follows:
>
> Whenever I try to play HL2 Multiplayer online, I find that I am
> constantly getting disconnected from every server I log into.  I get
> disconnected on average of about once every 5-10 minutes.  Upon
> disconnection, I always receive one of the two following error
> messages:
>
> Disconnected Error Message:
>
> 1) Disconnect: ProceedUserCmds: Incorrect Reading Frame (ch
>
> and/or
>
> 2) Disconnect: ProceedUserCmds: Overflowed Ready Usercm
>
> Any assistance on how to fix this problem I am having would be
> greatly appreciated.  Thanks a lot.
>
> My system specs are as follows:
> (FYI - all components have the mosted updated drivers)
>
> CPU: P4 2.8Ghz
> Motherboard: Gigabyte GA-8PIPE-ProG Raid Socket 478
> Memory: 1 Gig PC4200 DDR DRAM
> Hard Drives: 60Gb ATA133 Maxtor 7200rpm
> OS: Windows XP Home
> Video Card: Radeon 9800Pro 128mb
> Sound Card: Creative Labs Sound Blaster(r) Audigy IEEE(r) 1394
>
> - Mike
>
> ___
> To unsubscribe, edit your list preferences, or view the list
> archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders

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Re: [hlcoders] Rotating a player, physically. Along with their view. And hitboxes

2005-01-10 Thread David Byttow
1. I don't have the code in front of me. Doesn't CBasePlayer have a
pointer or some way to access its own anim state? If so, you can
change it there?

2. Probably because it is calculated at end of frame or something from
the camera matrix. Do a find in files for all accessors or set
breakpoints to determine where.

3. What do you mean you created a prone position? When the player goes
prone this is updated automatically.

On Sat, 8 Jan 2005 12:55:32 -0800, Trauts <[EMAIL PROTECTED]> wrote:
> 1) I've figured out that if I make m_angRender[PITCH] in
> CBasePlayerAnimState = 90, then it'll rotate the player model. But how can I
> make it so it'll rotate it from inside the CBasePlayer?
>
> 2) I can't seem to get the view to change. I'm guessing its in view.cpp, but
> it could be in_camera.cpp. My changes don't seem to do anything. I know how
> to change the matrix, supposing I knew where. There's a matrix in view.cpp,
> but changing it doesn't do anything
>
> 3) Finally, I created a prone position. How can I modify the player's hitbox
> so that collisions / damage will be proper again? Or is this automatic in
> HL2?
>
> -Trauts
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>

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Re: [hlcoders] External ballistics

2005-01-10 Thread David Byttow
The problem is that these are line traces, not fast moving bullets.

So, the best way I can see is to precalculate the target and then move
the object down based on gravity.

When a bullet is fired, you can line trace to see what it hits, then,
you can easily determine (based on time) how far down gravity would
have taken it. If you are just concerned with showing "hit fx" at this
location so that if the player is shooting at a wall far away it is
shown accurately, then just use this position and end it. However, if
you are concerned w/ actual accuracy where this "gravity" would
actually cause the gun to "miss" a target far away (which I really
don't see a need for), then you need to do a bit more. Using this "new
position" then do *another* line trace from the muzzle to it. If it
hits the same object, you're done, if not, find a new position and
repeat until it hits the same object after adjusting the position.
Does this make sense? I think that's as good as you're going to get
and should work well w/out any conceivable inaccuracy.


On Sun, 9 Jan 2005 13:36:03 -0800, Andrew Foss <[EMAIL PROTECTED]> wrote:
> Okay, when a bullet leaves a gun, it doesn't fly in a straight line,
> it drops at 9.8m/s^2.  You can, if you fire a gun over a level
> surface, with the barrel parallel to the ground, drop a bullet at the
> same height as the muzzle, and the two bullets will impact the ground
> at the same time.
>
> Now, every shooter knows this, and will "zero" their sights at a
> certain range. If you zero your sights at 100 yards, your bullet will
> hit the exact spot you aimed at (not considering crosswind, and other
> factors.) at 100 yards. Your sights could also be correct for another
> solution at a closer range (5-10 yards) Consider: when you shoot, the
> bullet follows a very shalow parabola in path. when your sights are
> zeroed, you cut a line through the parabola. there are 2 solutions
> where that line intersects the parabola. Your sights aren't right on
> the path of the bullet, and this is why you have to zero them.
>
> http://chrony.ca/tgraph.gif is an example of .222 remington's
> ballistic path. Take that image and add a line that slopes from 5
> pixels above (0, 0) and intersects the point at 200 yards. anything
> above that line is shooting high, anything below that is shooting low,
> and if the points intersect, you have a zero at that range.
>
> That is with a sight zeroed at 200 yards. If you re-zero your sight to
> 250 yards, the bullet will hit higher on a 200 yard target. (to get
> more distance, you have to angle the barrel higher) this has the
> effect of changing the angle of your sights in relation to the barrel.
> While the actual difference isn't as extreme as the above makes it out
> to be, it's not trivial.
>
> (I strongly suggest everyone wanting to implement ballistics should
> download the demo copy of Ballistic Explorer or another such program.
> it has data for all sorts of common and uncommon calibers.)
>
> points I overed in my previous post: I'll touch on them briefly.
> Minute of angle: MOA is usually a cone, where 1 MOA is a 1 inch
> diameter cone, 100 yards long, with the point originating in the
> barrel of the weapon.
>
> You probably won't have to worry too badly about perfection in your
> calculations. If you can do them quickly but less accurately, or just
> use regular physics and forget the concept of traceline-based bullets.
> It looks like suicidecommando is doing/has done this, so it's do-able.
> you might want to keep an eye on calculation load and check accuracy
> against known real life data, I have no clue how Source would handle
> something moving ingame at a few thousand feet per second.
>
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[hlcoders] Problem...constantly getting Disconnected from Steam servers

2005-01-10 Thread Mike Michaels
I tried contacting Valve regarding this problem, but they haven't
responded in over 3 weeks.  HL Elite programmer (007) told me that
"hlcoders" were more efficient than Valve/Steam technical support and
that I might be able to find help this way.  Basically, my problem is
as follows:

Whenever I try to play HL2 Multiplayer online, I find that I am
constantly getting disconnected from every server I log into.  I get
disconnected on average of about once every 5-10 minutes.  Upon
disconnection, I always receive one of the two following error
messages:

Disconnected Error Message:

1) Disconnect: ProceedUserCmds: Incorrect Reading Frame (ch

and/or

2) Disconnect: ProceedUserCmds: Overflowed Ready Usercm

Any assistance on how to fix this problem I am having would be greatly
appreciated.  Thanks a lot.

My system specs are as follows:
(FYI - all components have the mosted updated drivers)

CPU: P4 2.8Ghz
Motherboard: Gigabyte GA-8PIPE-ProG Raid Socket 478
Memory: 1 Gig PC4200 DDR DRAM
Hard Drives: 60Gb ATA133 Maxtor 7200rpm
OS: Windows XP Home
Video Card: Radeon 9800Pro 128mb
Sound Card: Creative Labs Sound BlasterĀ® Audigy IEEEĀ® 1394

- Mike

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[hlcoders] Respawn Bug MP SDK

2005-01-10 Thread Tommi Bordi
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi,

Has anyone else noticed the respawn bug in multiplayer?
If not, heres a short description of it:

When you kill a player and when he is about to respawn, you can see that
the playermodel
is created first above his corpse (ragdoll, what you wish to call it).
And then you can actually see how the playermodel is moved to the
spawnpoint and ends
the rest of the spawn code there.

Yes, it moves rather fast but you can easily predict where he is going
to spawn and it
Can be seen rather easily in a small map where you have visual range to
the spawnpoint(s).

I have tried to trace it, but with not much success. (*bump*)
Tried to look in the different functions that involve playerdeath and
respawning.
Both in CBasePlayer and CSDKPlayer.

Can anyone confirm this, or is just my SDK/Code/Computer/Friends
Computer?
Or even perhaps a solution? Hehe :-)

Thanks!

Best Regards
Tommi 'MindBlaster' Bordi

Note: Please forgive me for any typos..
--


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[hlcoders] Re: Help with RemoveFromPlayerSimulationList ?

2005-01-10 Thread Patrick Flanagan
I apologize for the extended dialogue with myself here.

I converted it from CPhysicsProp to CPhysicsPropMultiplayer and now I
don't get that error anymore.

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[hlcoders] Re: Help with RemoveFromPlayerSimulationList ?

2005-01-10 Thread Patrick Flanagan
Update ..

I've narrowed down the problem to be caused by a class I derived from
CPhysicsProp. Sometimes when this class spawns, for reasons a mystery
to me, it starts calling destructors and goes up the chain from
C_BreakableProp all the way to C_BaseEntity. I used the debugger in
VS.NET to watch this. The original sdk code did not do this.

Is there something changed with respect to how PhysicsProps are
handled? On the server my class is called CValtrainPhysicsProp and
inherits from CPhysicsProp. On the client my class is called
C_ValtrainPhysicsProp, inherits from C_PhysicsProp, and only contains
an empty constructor and destructor.

I also see that there is a CPhysicsPropMultiplayer class, what is the
difference between CPhysicsProp and CPhysicsPropMultiplayer? If I'm
doing an MP mod, should I only be using CPhysicsPropMultiplayer? I was
able to use the CPhysicsProp derived class in the original sdk code
without any problems.

Anyone have any ideas?

Thanks!

From: Patrick Flanagan <[EMAIL PROTECTED]>
Date: Sun, 9 Jan 2005 16:35:16 -0500
Subject: Help with RemoveFromPlayerSimulationList ?
To: hlcoders@list.valvesoftware.com


I just recently merged my mod with the latest SDK update, previously I
was using the first version of the SDK code.

With the new code, I notice a lot of times if I'm spawning or even
just running around, I get an assertion failed in

CBasePlayer::RemoveFromPlayerSimulationList

which checks Assert( other->GetSimulatingPlayer() == this ).

I did not get this error when I was running my code with the first
version of the SDK code. I tried printing out the classname of the
object that was being removed to get an idea of what is causing it,
but it just reports C_BaseEntity.

Does anyone have any insight into what sort of thing might cause this
or how I might track it down?

Thanks!

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Re: [hlcoders] Server Plugins - Interfaces?

2005-01-10 Thread Christian Marschalek
Hi Jeffrey,

First: thanks for your fast answer!

> Here's some that I've tried (you'll need to include the appropriate .h
> file yourself).  The commented ones definitely don't work...

That's what I was looking for and since valve has commected the code pretty
good I think I can handle it from here :)

> Not, "rcon kick", just issue the "kick" command as a Server Command
> (using the player name or player index as the argument to kick).  Make
> sure to put the "\n" newline at the end of the "kick" command.

I'm not at home right now so I can't check the source, but I guess I can
issue "server commands" through a method of the engine interface?

> Try this...
>
> http://www.mail-archive.com/hlcoders%40list.valvesoftware.com/

Yep that's what I need, now I won't be asking questions again that already
have been answered (hopefully;)

Thanks again,
Chris

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Re: [hlcoders] Server Plugins - Interfaces?

2005-01-10 Thread Draco
And the one botman posted presents it in a better tree, sometimes the
mailman archive screws it up

**
Draco
Coder for Perfect Dark
http://perfectdark.game-mod.net

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Re: [hlcoders] Server Plugins - Interfaces?

2005-01-10 Thread jeff broome
<[EMAIL PROTECTED]> wrote:
> In response to your last question:
>
> http://list.valvesoftware.com/mailman/private/hlcoders/

The valvesoftware.com archive isn't searchable.

Jeffrey "botman" Broome

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RE: [hlcoders] Server Plugins - Interfaces?

2005-01-10 Thread Karl \"XP-Cagey\" Patrick
In response to your last question:

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

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Christian
Marschalek
Sent: Monday, January 10, 2005 7:50 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Server Plugins - Interfaces?

Hi everyone,

If I understood the server plugin example correctly, I can only access
certain features through interfaces. Now I wonder if there's a list of
interfaces I can use in a server plugin? What I'm looking for especially is
a good method of disconnecting a client. I know that the engine interface
has a execute client method, but somehow executing a "disconnect" on a
client to kick him from a server does not feel right. I wonder if I have
access to the same methods that disconnect a user when I execute an "rcon
kick" command?

BTW: Does anyone know of a searchable archive of this list?

best regards,
Chris

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Re: [hlcoders] Server Plugins - Interfaces?

2005-01-10 Thread jeff broome
>
> If I understood the server plugin example correctly, I can only access
> certain features through interfaces. Now I wonder if there's a list of
> interfaces I can use in a server plugin?

Here's some that I've tried (you'll need to include the appropriate .h
file yourself).  The commented ones definitely don't work...

enginetrace = (IEngineTrace*)interfaceFactory(INTERFACEVERSION_E
NGINETRACE_SERVER, NULL);
if ( !enginetrace )
Msg("PLUGIN: Unable to load enginetrace, ignoring\n");
else
Msg("PLUGIN: Loaded enginetrace\n");

gamedll = (IServerGameDLL*)gameServerFactory(INTERFACEVERSIO
N_SERVERGAMEDLL, NULL);
if ( !gamedll )
Msg("PLUGIN: Unable to load gamedll, ignoring\n");
else
Msg("PLUGIN: Loaded gamedll\n");

gameents = (IServerGameEnts*)gameServerFactory(INTERFACEVERSI
ON_SERVERGAMEENTS, NULL);
if ( !gameents )
Msg("PLUGIN: Unable to load gameents, ignoring\n");
else
Msg("PLUGIN: Loaded gameents\n");

gameclients = (IServerGameClients*)gameServerFactory(INTERFACEVE
RSION_SERVERGAMECLIENTS, NULL);
if ( !gameclients )
Msg("PLUGIN: Unable to load gameclients, ignoring\n");
else
Msg("PLUGIN: Loaded gameclients\n");

spatialpartition =
(ISpatialPartition*)interfaceFactory(INTERFACEVERS
ION_SPATIALPARTITION, NULL);
if ( !spatialpartition )
Msg("PLUGIN: Unable to load spatialpartition, ignoring\n");
else
Msg("PLUGIN: Loaded spatialpartition\n");

voiceserver = (IVoiceServer*)interfaceFactory(INTERFACEVERSION_V
OICESERVER, NULL);
if ( !voiceserver )
Msg("PLUGIN: Unable to load voiceserver, ignoring\n");
else
Msg("PLUGIN: Loaded voiceserver\n");

staticprops = (IStaticPropMgr*)interfaceFactory(INTERFACEVERSION
_STATICPROPMGR_SERVER, NULL);
if ( !staticprops )
Msg("PLUGIN: Unable to load staticprops, ignoring\n");
else
Msg("PLUGIN: Loaded staticprops\n");

//mapdata = (IMapData*)gameServerFactory(INTERFACEVERSION_MAPD  ATA, NULL);
//if ( !mapdata )
//Msg("PLUGIN: Unable to load mapdata, ignoring\n");
//else
//Msg("PLUGIN: Loaded mapdata\n");

//physics = (IPhysics*)gameServerFactory(VPHYSICS_INTERFACE_VE
RSION, NULL);
//if ( !physics )
//Msg("PLUGIN: Unable to load physics, ignoring\n");
//else
//Msg("PLUGIN: Loaded physics\n");

//physicscol = (IPhysicsCollision*)gameServerFactory(VPHYSICS_COL
LISION_INTERFACE_VERSION, NULL);
//if ( !physicscol )
//Msg("PLUGIN: Unable to load physicscol, ignoring\n");
//else
//Msg("PLUGIN: Loaded physicscol\n");

//physicssurfprop =
(IPhysicsSurfaceProps*)gameServerFactory(VPHYSICS_
SURFACEPROPS_INTERFACE_VERSION, NULL);
//if ( !physicssurfprop )
//Msg("PLUGIN: Unable to load physicssurfprop, ignoring\n");
//else
//Msg("PLUGIN: Loaded physicssurfprop\n");

enginesound = (IEngineSound*)interfaceFactory(IENGINESOUND_SERVE
R_INTERFACE_VERSION, NULL);
if ( !enginesound )
Msg("PLUGIN: Unable to load enginesound, ignoring\n");
else
Msg("PLUGIN: Loaded enginesound\n");

enginecache = (IVEngineCache*)interfaceFactory(VENGINE_CACHE_INT
ERFACE_VERSION, NULL);
if ( !enginecache )
Msg("PLUGIN: Unable to load enginecache, ignoring\n");
else
Msg("PLUGIN: Loaded enginecache\n");

modelinfo = (IVModelInfo*)interfaceFactory(VMODELINFO_SERVER_I
NTERFACE_VERSION, NULL);
if ( !modelinfo )
Msg("PLUGIN: Unable to load modelinfo, ignoring\n");
else
Msg("PLUGIN: Loaded modelinfo\n");

> What I'm looking for especially is a good method of disconnecting a
> client. I know that the engine interface has a execute client method,
> but somehow executing a "disconnect" on a client to kick him from a
> server does not feel right. I wonder if I have access to the same
> methods that disconnect a user when I execute an "rcon
> kick" command?

Not, "rcon kick", just issue the "kick" command as a Server Command
(using the player name or player index as the argument to kick).  Make
sure to put the "\n" newline at the end of the "kick" command.

> BTW: Does anyone know of a searchable archive of this list?

Try this...

http://www.mail-archive.com/hlcoders%40list.valvesoftware.com/

Jeffrey "botman" Broome

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[hlcoders] Server Plugins - Interfaces?

2005-01-10 Thread Christian Marschalek
Hi everyone,

If I understood the server plugin example correctly, I can only access
certain features through interfaces. Now I wonder if there's a list of
interfaces I can use in a server plugin? What I'm looking for especially is
a good method of disconnecting a client. I know that the engine interface
has a execute client method, but somehow executing a "disconnect" on a
client to kick him from a server does not feel right. I wonder if I have
access to the same methods that disconnect a user when I execute an "rcon
kick" command?

BTW: Does anyone know of a searchable archive of this list?

best regards,
Chris

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[hlcoders] Getting a entity from a trace line

2005-01-10 Thread Draco
This is a HL1 question, not source

I have put some code into my rpg that makes a traceline when you
secondaryattack, and gets the ent from that result and uses that as
the rocket target instead of the laser dot. The only problem I am
having is that traceresult only has a pointer to the edict_t of that
ent, not a CBaseEntity pointer. How would change that edict_t pointer
into CBaseEntity?

--

**
Draco
Coder for Perfect Dark
http://perfectdark.game-mod.net

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Re: [hlcoders] [ Basic question (prob. 101st same question ]

2005-01-10 Thread Draco
the source SDK will compile under MSVC 2003(or 7.1) but will(with some
tinkering) work with MSVC 6 and above.

**
Draco
Coder for Perfect Dark
http://perfectdark.game-mod.net

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RE: [hlcoders] This should not be possible, yet it works!?

2005-01-10 Thread S. Hendriks
That would be a most ideal situation. I just hope it will also compile
fine when you give me your class ,w ithout the contents of possible
functions...

===
Stefan Hendriks
FunDynamic & RealBot
http://www.fundynamic.nl
http://realbot.bots-united.com
http://www.bots-united.com

===

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Draco
Verzonden: maandag 10 januari 2005 13:57
Aan: hlcoders@list.valvesoftware.com
Onderwerp: Re: [hlcoders] This should not be possible, yet it works!?


Dunno if this applies to HL2 coding(I swear, if I don't get MSVC 2003
soon*grumble*) but pretty much half the crap I added to my MOD required
me to add members to CBaseEntity. All plugin authors need to do is
update their plugin everytime the mod is updated, mod authors make the
declaration of those classes available on their website, just like with
their FGD. simple.

--

**
Draco
Coder for Perfect Dark
http://perfectdark.game-mod.net

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Re: [hlcoders] This should not be possible, yet it works!?

2005-01-10 Thread Draco
Dunno if this applies to HL2 coding(I swear, if I don't get MSVC 2003
soon*grumble*) but pretty much half the crap I added to my MOD
required me to add members to CBaseEntity. All plugin authors need to
do is update their plugin everytime the mod is updated, mod authors
make the declaration of those classes available on their website, just
like with their FGD. simple.

--

**
Draco
Coder for Perfect Dark
http://perfectdark.game-mod.net

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RE: [hlcoders] This should not be possible, yet it works!?

2005-01-10 Thread S. Hendriks
I still see the reason.

You could derive your entities from the baseclass and put a reset in
that entity. When you want to reset stuff, you could put that in an own
baseclass even so you derive from 2 classes.. Imo, there is no excuse to
alter the baseentity or baseplayer class.

===
Stefan Hendriks
FunDynamic & RealBot
http://www.fundynamic.nl
http://realbot.bots-united.com
http://www.bots-united.com

===

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Tony "omega" Sergi
Verzonden: maandag 10 januari 2005 13:36
Aan: hlcoders@list.valvesoftware.com
Onderwerp: RE: [hlcoders] This should not be possible, yet it works!?


There are instances when working on a mod that you need to alter the
base class though. One example would be a round reset system.

Unless you want to search for every possible entity by name to reset
them, you'd want to add a reset function at base level, so you can just
call
base->reset or what have you.

That's just one example of why you'd need to modify base classes, out of
possible hundreds.

-omega
-Original Message-
From: Christian Marschalek [mailto:[EMAIL PROTECTED]
Sent: January 10, 2005 7:28 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] This should not be possible, yet it works!?

> mod authors should *not* be limited or restricted by plug-in authors.
> plug-in authors *should* be limited and restricted by mod authors >:)

Why should *anyone* be restriced by *anyone*? Hacking classes renders
the purpose of object oriented programming somewhat useless... ;)

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RE: [hlcoders] This should not be possible, yet it works!?

2005-01-10 Thread Tony \"omega\" Sergi
There are instances when working on a mod that you need to alter the base
class though. One example would be a round reset system.

Unless you want to search for every possible entity by name to reset them,
you'd want to add a reset function at base level, so you can just call
base->reset or what have you.

That's just one example of why you'd need to modify base classes, out of
possible hundreds.

-omega
-Original Message-
From: Christian Marschalek [mailto:[EMAIL PROTECTED]
Sent: January 10, 2005 7:28 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] This should not be possible, yet it works!?

> mod authors should *not* be limited or restricted by plug-in authors.
> plug-in authors *should* be limited and restricted by mod authors >:)

Why should *anyone* be restriced by *anyone*? Hacking classes renders the
purpose of object oriented programming somewhat useless... ;)

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Re: [hlcoders] This should not be possible, yet it works!?

2005-01-10 Thread Christian Marschalek
> mod authors should *not* be limited or restricted by plug-in authors.
> plug-in authors *should* be limited and restricted by mod authors >:)

Why should *anyone* be restriced by *anyone*? Hacking classes renders the
purpose of object oriented programming somewhat useless... ;)

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Re: [hlcoders] This should not be possible, yet it works!?

2005-01-10 Thread Lance Vorgin
If you're willing to detour, nobody's restricted by anybody :D

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RE: [hlcoders] This should not be possible, yet it works!?

2005-01-10 Thread S. Hendriks
Rofl, i think its a bi-directional thing here ;) You either change your
mod code and destroy plugins... Or plugins force you to code how the sdk
is intended to be used... Ie, derive from classes and not just hack into
them :P



===
Stefan Hendriks
FunDynamic & RealBot
http://www.fundynamic.nl
http://realbot.bots-united.com
http://www.bots-united.com

===

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Hasan Aljudy
Verzonden: maandag 10 januari 2005 13:09
Aan: hlcoders@list.valvesoftware.com
Onderwerp: Re: [hlcoders] This should not be possible, yet it works!?


mod authors should *not* be limited or restricted by plug-in authors.
plug-in authors *should* be limited and restricted by mod authors >:)


On Mon, 10 Jan 2005 11:38:00 +0100, S. Hendriks <[EMAIL PROTECTED]>
wrote:
> So in short, as long as everybody does not touch the cBaseEntity and
> cBasePlayer but make an own class to derive from it, the plugins will
> be safe...
>
> The irony! :)
>
> ===
> Stefan Hendriks
> FunDynamic & RealBot
> http://www.fundynamic.nl
> http://realbot.bots-united.com
> http://www.bots-united.com
>
> ===
>
> -Oorspronkelijk bericht-
> Van: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Namens Jeffrey "botman"

> Broome
> Verzonden: maandag 10 januari 2005 0:13
> Aan: hlcoders@list.valvesoftware.com
> Onderwerp: Re: [hlcoders] This should not be possible, yet it works!?
>
>
> S. Hendriks wrote:
> > This question is for Valve guys actually;
>
> ...but others can answer it also.
>
> > My concern is, how does Valve think about this, and , will this
> > cause trouble later on the road? I can see problems arise when a mod

> > update has some updates in the cBaseEntity and cBasePlayer classes,
> > and we are basicly messed up?
>
> This only works because you have a definition of the CBaseEntity and
> CBasePlayer class.  As long as MOD teams don't change these, things
> will probably work fine.  As soon as someone adds or removes member
> variables and/or functions to these classes, your plugin's version of
> these classes will differ from the MOD's version of these classes.
>
> If it was a perfect world, there would be some way to "freeze" these
> classes in the SDK so that MOD authors would not touch them.  Since
> you can't do that, you can't guarantee that things won't crash when
> you start accessing variables or functions within a class that you
> don't have a proper class definition for.
>
> There has been some speculation that MOD's COULDN'T change CBaseEntity

> even if they wanted to because the engine depended on this class (i.e.

> was also compiled with this class definition).  If a MOD team changed
> CBaseEntity, the engine's definition would differ from the MOD's
> definition and the game would crash.  No proof of this theory was
> presented and I have not been able to find any engine interface that
> relied on the CBaseEntity class definition as it exists in the SDK
> source code (but I haven't spent a lot of time looking so perhaps the
> engine does have a dependency on CBaseEntity).
>
> > Also, with the VAC going to hit the scene again, this might get
> > caught
>
> > as 'a cheating program'? Obviously this is not the intention!
>
> No.  VAC checks for modified code on the clients.  VAC doesn't check
> for hacks on the server (there really isn't a good way to do this).
> Server operators are completely free to install their own plugins that

> give them "special abilities" that aren't available to other clients.

> For example, I could create a plugin that constantly refreshes my
> health when it gets low.  This plugin would allow me to cheat, but
> would only allow me to cheat on my own server.  Anybody that had
> installed Admin-MOD for Half-Life knows what types of things are
> possible through plugins, but these aren't caught by VAC.
>
> --
> Jeffrey "botman" Broome
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,

> please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
> ___
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> please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>

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Re: [hlcoders] This should not be possible, yet it works!?

2005-01-10 Thread Hasan Aljudy
mod authors should *not* be limited or restricted by plug-in authors.
plug-in authors *should* be limited and restricted by mod authors >:)


On Mon, 10 Jan 2005 11:38:00 +0100, S. Hendriks <[EMAIL PROTECTED]> wrote:
> So in short, as long as everybody does not touch the cBaseEntity and
> cBasePlayer but make an own class to derive from it, the plugins will be
> safe...
>
> The irony! :)
>
> ===
> Stefan Hendriks
> FunDynamic & RealBot
> http://www.fundynamic.nl
> http://realbot.bots-united.com
> http://www.bots-united.com
>
> ===
>
> -Oorspronkelijk bericht-
> Van: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Namens Jeffrey "botman"
> Broome
> Verzonden: maandag 10 januari 2005 0:13
> Aan: hlcoders@list.valvesoftware.com
> Onderwerp: Re: [hlcoders] This should not be possible, yet it works!?
>
>
> S. Hendriks wrote:
> > This question is for Valve guys actually;
>
> ...but others can answer it also.
>
> > My concern is, how does Valve think about this, and , will this cause
> > trouble later on the road? I can see problems arise when a mod update
> > has some updates in the cBaseEntity and cBasePlayer classes, and we
> > are basicly messed up?
>
> This only works because you have a definition of the CBaseEntity and
> CBasePlayer class.  As long as MOD teams don't change these, things will
> probably work fine.  As soon as someone adds or removes member variables
> and/or functions to these classes, your plugin's version of these
> classes will differ from the MOD's version of these classes.
>
> If it was a perfect world, there would be some way to "freeze" these
> classes in the SDK so that MOD authors would not touch them.  Since you
> can't do that, you can't guarantee that things won't crash when you
> start accessing variables or functions within a class that you don't
> have a proper class definition for.
>
> There has been some speculation that MOD's COULDN'T change CBaseEntity
> even if they wanted to because the engine depended on this class (i.e.
> was also compiled with this class definition).  If a MOD team changed
> CBaseEntity, the engine's definition would differ from the MOD's
> definition and the game would crash.  No proof of this theory was
> presented and I have not been able to find any engine interface that
> relied on the CBaseEntity class definition as it exists in the SDK
> source code (but I haven't spent a lot of time looking so perhaps the
> engine does have a dependency on CBaseEntity).
>
> > Also, with the VAC going to hit the scene again, this might get caught
>
> > as 'a cheating program'? Obviously this is not the intention!
>
> No.  VAC checks for modified code on the clients.  VAC doesn't check for
> hacks on the server (there really isn't a good way to do this).  Server
> operators are completely free to install their own plugins that give
> them "special abilities" that aren't available to other clients.  For
> example, I could create a plugin that constantly refreshes my health
> when it gets low.  This plugin would allow me to cheat, but would only
> allow me to cheat on my own server.  Anybody that had installed
> Admin-MOD for Half-Life knows what types of things are possible through
> plugins, but these aren't caught by VAC.
>
> --
> Jeffrey "botman" Broome
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
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>

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RE: [hlcoders] This should not be possible, yet it works!?

2005-01-10 Thread S. Hendriks
So in short, as long as everybody does not touch the cBaseEntity and
cBasePlayer but make an own class to derive from it, the plugins will be
safe...

The irony! :)

===
Stefan Hendriks
FunDynamic & RealBot
http://www.fundynamic.nl
http://realbot.bots-united.com
http://www.bots-united.com

===

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Jeffrey "botman"
Broome
Verzonden: maandag 10 januari 2005 0:13
Aan: hlcoders@list.valvesoftware.com
Onderwerp: Re: [hlcoders] This should not be possible, yet it works!?


S. Hendriks wrote:
> This question is for Valve guys actually;

...but others can answer it also.

> My concern is, how does Valve think about this, and , will this cause
> trouble later on the road? I can see problems arise when a mod update
> has some updates in the cBaseEntity and cBasePlayer classes, and we
> are basicly messed up?

This only works because you have a definition of the CBaseEntity and
CBasePlayer class.  As long as MOD teams don't change these, things will
probably work fine.  As soon as someone adds or removes member variables
and/or functions to these classes, your plugin's version of these
classes will differ from the MOD's version of these classes.

If it was a perfect world, there would be some way to "freeze" these
classes in the SDK so that MOD authors would not touch them.  Since you
can't do that, you can't guarantee that things won't crash when you
start accessing variables or functions within a class that you don't
have a proper class definition for.

There has been some speculation that MOD's COULDN'T change CBaseEntity
even if they wanted to because the engine depended on this class (i.e.
was also compiled with this class definition).  If a MOD team changed
CBaseEntity, the engine's definition would differ from the MOD's
definition and the game would crash.  No proof of this theory was
presented and I have not been able to find any engine interface that
relied on the CBaseEntity class definition as it exists in the SDK
source code (but I haven't spent a lot of time looking so perhaps the
engine does have a dependency on CBaseEntity).

> Also, with the VAC going to hit the scene again, this might get caught

> as 'a cheating program'? Obviously this is not the intention!

No.  VAC checks for modified code on the clients.  VAC doesn't check for
hacks on the server (there really isn't a good way to do this).  Server
operators are completely free to install their own plugins that give
them "special abilities" that aren't available to other clients.  For
example, I could create a plugin that constantly refreshes my health
when it gets low.  This plugin would allow me to cheat, but would only
allow me to cheat on my own server.  Anybody that had installed
Admin-MOD for Half-Life knows what types of things are possible through
plugins, but these aren't caught by VAC.

--
Jeffrey "botman" Broome

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