[hlcoders] Display Messages on Client

2005-01-31 Thread Chuck Farly
Hi,

I have implemented a server plugin collecting damage stats and I now
want to display this information in GUI on a client after the
player_death event. I have tried to use the create_message method with
the DIALOG_MSG type because this type allows to fadein/fadeout
messages. The problem is that those message can only be one line
message.
Is there a way to extend this type to also display multi-line message
or does anybody know another way to implement something like this ?

tia,
Chuck

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



Re: [hlcoders] Steam: Technology failure

2005-01-31 Thread British_Bomber
GO STEAM 3 to Valve for being ahead of the game, even though
everyone bitches about it

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



Re: [hlcoders] Display Messages on Client

2005-01-31 Thread Adam \amckern\ Mckern
use a newline call at the end of your code, or have a
look at the server_empty plugin, it has some info on
it, in the comments

Adam


--- Chuck Farly [EMAIL PROTECTED] wrote:

 Hi,

 I have implemented a server plugin collecting damage
 stats and I now
 want to display this information in GUI on a client
 after the
 player_death event. I have tried to use the
 create_message method with
 the DIALOG_MSG type because this type allows to
 fadein/fadeout
 messages. The problem is that those message can only
 be one line
 message.
 Is there a way to extend this type to also display
 multi-line message
 or does anybody know another way to implement
 something like this ?

 tia,
 Chuck

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

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




=
http://ammahls.com




__
Do you Yahoo!?
Meet the all-new My Yahoo! - Try it today!
http://my.yahoo.com



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



RE: [hlcoders] Possible to not use weapon script files?

2005-01-31 Thread James Freedman
Well, you're looking at overriding the ReadEncryptedKVFile() function in
weapon_parse.cpp - or at least commenting it out. Of course, you'd then
have to manually set all those variables in the weapon's constructor
function, which sounds to me like a fairly time-consuming and mundane
task.

James Freedman
[EMAIL PROTECTED]
http://www.seascape.uk.net


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
Sent: 31 January 2005 06:47
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Possible to not use weapon script files?


I would assume it is possible to override the weapon_?.txt files. How
big of a task would this be?



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


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



Re: [hlcoders] Possible to not use weapon script files?

2005-01-31 Thread Draco
But wouldn't it be safer to not let the users play with this stuff,
hide it in the code?(I haven't modded HL2 yet, so I don't know exactly
how the txt files work)


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

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



RE: [hlcoders] Possible to not use weapon script files?

2005-01-31 Thread James Freedman
Sure, if you're paranoid it's nice to hide things in the DLL... But I'd
say that at release-time, packing them into a GCF is good enough. A
large proportion of your user base either doesn't know how to change
those script files, or quite frankly doesn't care... We're not all
cheaters ;)

James Freedman
[EMAIL PROTECTED]
http://www.seascape.uk.net


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Draco
Sent: 31 January 2005 12:03
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Possible to not use weapon script files?


But wouldn't it be safer to not let the users play with this stuff, hide
it in the code?(I haven't modded HL2 yet, so I don't know exactly how
the txt files work)


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

___
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] Display Messages on Client

2005-01-31 Thread Chuck Farly
I do not know exactly what you are talking about.
I have checked the server plugin example, which I have already used to
create my plugin, but the only thing I have found was the DIALOG_TEXT
message type, but this one pops up another window waiting for an ok
click.

I have not found a newline call.

Could you tell me exactly what you have meant ?

thx,
Chuck


On Mon, 31 Jan 2005 03:19:13 -0800 (PST), Adam amckern Mckern
[EMAIL PROTECTED] wrote:
 use a newline call at the end of your code, or have a
 look at the server_empty plugin, it has some info on
 it, in the comments

 Adam


 --- Chuck Farly [EMAIL PROTECTED] wrote:

  Hi,
 
  I have implemented a server plugin collecting damage
  stats and I now
  want to display this information in GUI on a client
  after the
  player_death event. I have tried to use the
  create_message method with
  the DIALOG_MSG type because this type allows to
  fadein/fadeout
  messages. The problem is that those message can only
  be one line
  message.
  Is there a way to extend this type to also display
  multi-line message
  or does anybody know another way to implement
  something like this ?
 
  tia,
  Chuck
 
  ___
  To unsubscribe, edit your list preferences, or view
  the list archives, please visit:
 
 http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 

 =
 http://ammahls.com

 __
 Do you Yahoo!?
 Meet the all-new My Yahoo! - Try it today!
 http://my.yahoo.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



Re: [hlcoders] Possible to not use weapon script files?

2005-01-31 Thread Mike Blowers
It's easy to override these variables... in fact just as Valve did for
HL1...
checkout one of the various gamerules.cpp files.
I think you'll find that in multiplay_gamerules.cpp Valve forced various
values after they were read in from the script file.
So it really shouldn't be that difficult.
If memory server me right it's in: RefreshSkillData or something very
similar.
Mike.
- Original Message -
From: James Freedman [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, January 31, 2005 12:08 PM
Subject: RE: [hlcoders] Possible to not use weapon script files?

Sure, if you're paranoid it's nice to hide things in the DLL... But I'd
say that at release-time, packing them into a GCF is good enough. A
large proportion of your user base either doesn't know how to change
those script files, or quite frankly doesn't care... We're not all
cheaters ;)
James Freedman
[EMAIL PROTECTED]
http://www.seascape.uk.net
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Draco
Sent: 31 January 2005 12:03
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Possible to not use weapon script files?
But wouldn't it be safer to not let the users play with this stuff, hide
it in the code?(I haven't modded HL2 yet, so I don't know exactly how
the txt files work)
**
Draco
Coder for Perfect Dark
http://perfectdark.game-mod.net
___
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] Display Messages on Client

2005-01-31 Thread Mike Blowers
newline call
It could. just possibly. be... \n ?
Mike.
- Original Message -
From: Chuck Farly [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, January 31, 2005 12:41 PM
Subject: Re: [hlcoders] Display Messages on Client

I do not know exactly what you are talking about.
I have checked the server plugin example, which I have already used to
create my plugin, but the only thing I have found was the DIALOG_TEXT
message type, but this one pops up another window waiting for an ok
click.
I have not found a newline call.
Could you tell me exactly what you have meant ?
thx,
Chuck
On Mon, 31 Jan 2005 03:19:13 -0800 (PST), Adam amckern Mckern
[EMAIL PROTECTED] wrote:
use a newline call at the end of your code, or have a
look at the server_empty plugin, it has some info on
it, in the comments
Adam
--- Chuck Farly [EMAIL PROTECTED] wrote:
 Hi,

 I have implemented a server plugin collecting damage
 stats and I now
 want to display this information in GUI on a client
 after the
 player_death event. I have tried to use the
 create_message method with
 the DIALOG_MSG type because this type allows to
 fadein/fadeout
 messages. The problem is that those message can only
 be one line
 message.
 Is there a way to extend this type to also display
 multi-line message
 or does anybody know another way to implement
 something like this ?

 tia,
 Chuck

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

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


=
http://ammahls.com
__
Do you Yahoo!?
Meet the all-new My Yahoo! - Try it today!
http://my.yahoo.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


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


Re: [hlcoders] Display Messages on Client

2005-01-31 Thread Adam \amckern\ Mckern
yeah thats what i was meaning, thanks mike


--- Mike Blowers [EMAIL PROTECTED] wrote:

 newline call

 It could. just possibly. be... \n ?

 Mike.


=
http://ammahls.com




__
Do you Yahoo!?
All your favorites on one personal page – Try My Yahoo!
http://my.yahoo.com

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



Re: [hlcoders] Steam: Technology failure

2005-01-31 Thread Maarten van der Zwaart
On Sun, Jan 30, 2005 at 12:53:26PM -0600, Brian 'Satertek' Irelan wrote:
 Am I the only one in the world that has never had a problem with
 Steam?  Except for the Friends downtime (which hasn't happened as
 often lately) I've never had any problems.

No you are not the only one. But the people who do have problems voice
their opinions more often and louder.

Could we now please end this horribly off topic thread?

Maarten

--
A: Because it fouls the order in which people normally read text.
Q: Why is top-posting such a bad thing?
A: Top-posting.
Q: What is the most annoying thing on usenet and in e-mail?

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



Re[2]: [hlcoders] Steam: Technology failure

2005-01-31 Thread Vyacheslav Djura
Hello Maarten,

Monday, January 31, 2005, 3:06:13 PM, you wrote:
MvdZ Could we now please end this horribly off topic thread?
Let us end when we'll hear some reply from Valve. Why do they ignore
us? Why do their support doesn't work? I received yesterday a letter
from one guy who lives in USA out of city in a village or something
like that. He wrote me a big letter where he proposed to start massive
anti-steam campaign. Here is a snippet:

Currently we are sitting in an ice storm and would love to play HL2
and especially
counter strike. Our connection to the internet is OK, but the steam
servers are down or the major, network backbone peering is broken.
Never mind the pain endured for steam updates, and other updates.
Never mind the inherent, insidious nature of steam.We must start a
petition or agressive movement to decouple Steam from HL2 and
Counter-Strike. The approach is invasive and causes much misery and
not a part of gaming.

I've opened Steam feedback section on hl2source.com where we'll
collect most informal letters from users about Steam.

--
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



[hlcoders] VTF Viewer 1.0 beta released

2005-01-31 Thread Vyacheslav Djura
Yesterday I've released beta of my new tool - VTF Viewer. It allows to
browse folders for unpacked VTF files and view them. More details
here:

http://collective.valve-erc.com
http://www.hl2source.com/?content=projectsid=vtftool
http://www.hl2source.com

I hope someone will find it useful - I remember one guy from here asked me for
such a tool.

--
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: Re[2]: [hlcoders] Steam: Technology failure

2005-01-31 Thread Chris Ashworth
For christ's sake this is a coding mailing list I'm sick of this crap
filling my inbox.

Can you *please* take it elsewhere.


On Mon, 31 Jan 2005 16:10:45 +0200, Vyacheslav Djura
[EMAIL PROTECTED] wrote:
 Hello Maarten,

 Monday, January 31, 2005, 3:06:13 PM, you wrote:
 MvdZ Could we now please end this horribly off topic thread?
 Let us end when we'll hear some reply from Valve. Why do they ignore
 us? Why do their support doesn't work? I received yesterday a letter
 from one guy who lives in USA out of city in a village or something
 like that. He wrote me a big letter where he proposed to start massive
 anti-steam campaign. Here is a snippet:

 Currently we are sitting in an ice storm and would love to play HL2
 and especially
 counter strike. Our connection to the internet is OK, but the steam
 servers are down or the major, network backbone peering is broken.
 Never mind the pain endured for steam updates, and other updates.
 Never mind the inherent, insidious nature of steam.We must start a
 petition or agressive movement to decouple Steam from HL2 and
 Counter-Strike. The approach is invasive and causes much misery and
 not a part of gaming.

 I've opened Steam feedback section on hl2source.com where we'll
 collect most informal letters from users about Steam.

 --
 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



Re: [hlcoders] Display Messages on Client

2005-01-31 Thread Chuck Farly
Yeah, but the problem is that the DISPLAY_MSG type just accepts single
line messages. If you try to send multi line messages the message
popup size doesn't resize and the 2nd line is simply cut off.

Chuck





On Mon, 31 Jan 2005 05:02:18 -0800 (PST), Adam amckern Mckern
[EMAIL PROTECTED] wrote:
 yeah thats what i was meaning, thanks mike


 --- Mike Blowers [EMAIL PROTECTED] wrote:

  newline call
 
  It could. just possibly. be... \n ?
 
  Mike.


 =
 http://ammahls.com

 __
 Do you Yahoo!?
 All your favorites on one personal page  Try My Yahoo!
 http://my.yahoo.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



Re: [hlcoders] Steam: Technology failure

2005-01-31 Thread Jeffrey \botman\ Broome
Vyacheslav Djura wrote:
Let us end when we'll hear some reply from Valve. Why do they ignore
us? Why do their support doesn't work?
I usually try to avoid responding to threads in a holy war (vi vs.
emacs, windows vs linux, etc).  *Must resist urge to reply*, *Urge too
stong, can't resist urge to respond*...
So anyway, if you don't like the policies or products that a company
creates, then the best way you can show your disgust is BY NOT BUYING
THE PRODUCT.  If you buy a product and then soon after decide that you
don't like it, RETURN IT and get your money back (most places have
consumer protection laws where you are legally allowed to return
something if you discover that it doesn't work as advertised).
Don't buy something, and then use it for several months and then whine
and bitch and moan about how bad it is (especially if you keep using it
after that).  If you want to start a campain to get other people to stop
using some product, that's fine (people do that all the time) but don't
harass other people that are perfectly happy with the product.
If you don't like Steam, go post your complaints on www.steamsucks.com
or some other anti-Steam website and leave the rest of us alone, in
peace, so that we can concentrate on what this list was set up for,
creating code for Half-Life.
I'm out.  No more replies from me in this thread.
--
Jeffrey botman Broome
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


Re[2]: [hlcoders] Steam: Technology failure

2005-01-31 Thread Vyacheslav Djura
Hello Jeffrey,

Monday, January 31, 2005, 4:44:07 PM, you wrote:
JbB RETURN IT and get your money back (most places have
JbB consumer protection laws where you are legally allowed to return
JbB something if you discover that it doesn't work as advertised).
I do not want to return the product, I just want to launch Steam in
offline mode and Valve doesn't care if I am able or unable to launch
it in offline mode and their support is silent. That is all. Sorry
that I WANT TO WRITE CODE and I WANT TO LAUNCH EDITOR but I CAN'T.

--
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



Re: [hlcoders] Steam: Technology failure

2005-01-31 Thread James Freedman
That's all very well, but I hardly think filling up *our* inboxes with
complaints is going to help your cause. Post on anti-steam sites, start
a petition, e-mail Valve - these are all valid ways of getting your
point across. Diluting this mailing list with off-topic, in my opinion,
isn't.
James Freedman
[EMAIL PROTECTED]
http://www.seascape.uk.net
Vyacheslav Djura wrote:
Hello Jeffrey,
Monday, January 31, 2005, 4:44:07 PM, you wrote:
JbB RETURN IT and get your money back (most places have
JbB consumer protection laws where you are legally allowed to return
JbB something if you discover that it doesn't work as advertised).
I do not want to return the product, I just want to launch Steam in
offline mode and Valve doesn't care if I am able or unable to launch
it in offline mode and their support is silent. That is all. Sorry
that I WANT TO WRITE CODE and I WANT TO LAUNCH EDITOR but I CAN'T.
--
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


RE: Re[2]: [hlcoders] Steam: Technology failure

2005-01-31 Thread Karl \XP-Cagey\ Patrick
I don't suppose there's a way to block off topic spammers from the list?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Vyacheslav Djura
Sent: Monday, January 31, 2005 7:59 AM
To: Jeffrey botman Broome
Subject: Re[2]: [hlcoders] Steam: Technology failure

Hello Jeffrey,

Monday, January 31, 2005, 4:44:07 PM, you wrote:
JbB RETURN IT and get your money back (most places have
JbB consumer protection laws where you are legally allowed to return
JbB something if you discover that it doesn't work as advertised).
I do not want to return the product, I just want to launch Steam in
offline mode and Valve doesn't care if I am able or unable to launch
it in offline mode and their support is silent. That is all. Sorry
that I WANT TO WRITE CODE and I WANT TO LAUNCH EDITOR but I CAN'T.

--
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



RE: Re[2]: [hlcoders] Steam: Technology failure

2005-01-31 Thread HoundDawg
I'm not sure what all the fuss over no-offline mode is anymore.  I admit,
that I complained about it at first, but after working with the SDK for
awhile now, I don't have any problems with it, nor do many, many other MOD
teams.  Valve has been able to keep their servers online and available so I
could work with the SDK whenever I find time.

You can't really single out a large group of people that would have problems
with it much either.  Just logon to any of the popular IRC networks and
you'll find idlers from all around the world that have not had any problems
staying connected to the Internet for long periods of time, even with
dialup.

Over the years, I've seen Valve run several surveys to see what HL gamers
are running in their computers and their bandwidth connections.  During that
time, they've seen a big shift of people making the transition from dialup
to DSL or cable.  The last one, I believe dialup was very small.

Vyacheslav, I have no idea why you seem to be complaining so loud about
this.  Is it really that bad, that nobody on your Decay team can keep an
Internet connection to work on a Mod that you had to just stop working on
it?  I see you work on a website, post emails, etc... so you do have an
Internet connection.  The amount of time it takes to reply to forum posts
and everything else the Internet is used, you could easily be working with
the SDK.

Now, if bandwidth connection is too expensive where you are, or unavailable,
that's unfortunate, but you are a very small minority of users.  So small,
I'd hate to see Valve spend their time working on an offline mode solution
that would please you and also maintain their anti-piracy solution rather
than taking that same time fixing issues within the SDK that affect
everyone.

Anyway, HL only became as popular and widely used game due to the
multiplayer MODs available for it.  So, that would mean that all the gamers
playing HL MP (and now HL2 MP) would have a live Internet connection anyway.
This isn't for a few minutes, but for hours and hours.  So, the whining and
arguments against not having an Internet connection to work with Steam
doesn't exactly seem like a solid ground to stand on.

So, I think the ball is really in your court.  You can either find a better
bandwidth solution or just move to another engine that doesn't have
bandwidth requirements like Steam requires.

- HoundDawg

HL2Coders.com
HL2Mappers.com
DawgPaw.com

 I do not want to return the product, I just want to launch Steam in
 offline mode and Valve doesn't care if I am able or unable to launch
 it in offline mode and their support is silent. That is all. Sorry
 that I WANT TO WRITE CODE and I WANT TO LAUNCH EDITOR but I CAN'T.

 --
 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



RE: [hlcoders] Steam: Technology failure

2005-01-31 Thread Steven Guy
Guys, as long as I've been here it seems that valve only responds to topics
when they need a response from them and when it's on topic for the list.
This is NOT on topic for this list. I don't see the need for valve to
respond for steam customer support on a coding list. Please stop spamming my
in-box with anti-steam crap. I got enough spam for penis enlargement and hot
horny lesbos, I don't need this crap in my in-box.
I do understand your need to voice your dislike of steam. I personally hate
steam and wish it never came to be. But this is not the place for you to
bitch about it. This has been said so many times and I don't know why I feel
a need to repeat the others on this list. This is a coding list not a steam
list, this is not customer support.
From: Vyacheslav Djura [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: Jeffrey \botman\ Broome hlcoders@list.valvesoftware.com
Subject: Re[2]: [hlcoders] Steam: Technology failure
Date: Mon, 31 Jan 2005 17:59:07 +0200
Hello Jeffrey,
Monday, January 31, 2005, 4:44:07 PM, you wrote:
JbB RETURN IT and get your money back (most places have
JbB consumer protection laws where you are legally allowed to return
JbB something if you discover that it doesn't work as advertised).
I do not want to return the product, I just want to launch Steam in
offline mode and Valve doesn't care if I am able or unable to launch
it in offline mode and their support is silent. That is all. Sorry
that I WANT TO WRITE CODE and I WANT TO LAUNCH EDITOR but I CAN'T.
--
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


Re: [hlcoders] Steam: Technology failure

2005-01-31 Thread Knifa
There's no offline mode? Does that mean no one can have LAN Partys with
CS/HL2DM?
I'm not sure what all the fuss over no-offline mode is anymore.  I admit,
that I complained about it at first, but after working with the SDK for
awhile now, I don't have any problems with it, nor do many, many other MOD
teams.  Valve has been able to keep their servers online and available so I
could work with the SDK whenever I find time.
___
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] Steam: Technology failure

2005-01-31 Thread Steven Guy
There is an offline mode
Requirements for offline mode:
No internet connection at the time when steam starts
Only games that have 100% of resources downloaded can be used when in
offline mode
Currently I'm having issues with my ISP so I'm in offline mode every once in
a while. It works as long as the game you want to play has been completely
downloaded.
From: Knifa [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Steam: Technology failure
Date: Mon, 31 Jan 2005 16:47:05 +
There's no offline mode? Does that mean no one can have LAN Partys with
CS/HL2DM?
I'm not sure what all the fuss over no-offline mode is anymore.  I admit,
that I complained about it at first, but after working with the SDK for
awhile now, I don't have any problems with it, nor do many, many other MOD
teams.  Valve has been able to keep their servers online and available so
I
could work with the SDK whenever I find time.
___
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[2]: [hlcoders] Steam: Technology failure

2005-01-31 Thread Vyacheslav Djura
K There's no offline mode? Does that mean no one can have LAN Partys with
K CS/HL2DM?
Under same Steam account - no.

SG This is NOT on topic for this list. I don't see the need for valve to
SG respond for steam customer support on a coding list. Please stop spamming my
SG in-box with anti-steam crap.
I haven't started that topic, but I am also not going to continue it
either. Btw there were a lot of other off topics on this list and no
one bitched about that.

H Vyacheslav, I have no idea why you seem to be complaining so loud about
H this.  Is it really that bad, that nobody on your Decay team can keep an
H Internet connection to work on a Mod that you had to just stop working on
H it?
Yes. You see we (core of team) are from Ukraine and for us it costed a
lot of money to buy at least one license HL2.

H I see you work on a website, post emails, etc... so you do have an
H Internet connection.
It is very limited. I use it only for email and sometimes for site.
Updating new tool VTF Viewer is an exception.

H The amount of time it takes to reply to forum posts
H and everything else the Internet is used, you could easily be working with
H the SDK.
I read only this list. As for Internet there are so many megabytes in
Steam to update HL2 and SDK that it will it all money on my Internet
account. Why do I have to download an update that I don't want?

That's all. Thanks for attention. If you have any comments on VTF
Viewer or Decay I'll be glad to receive them.

--
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



RE: Re[2]: [hlcoders] Steam: Technology failure

2005-01-31 Thread Steven Guy

From: Vyacheslav Djura [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: Knifa hlcoders@list.valvesoftware.com
Subject: Re[2]: [hlcoders] Steam: Technology failure
Date: Mon, 31 Jan 2005 20:02:08 +0200
K There's no offline mode? Does that mean no one can have LAN Partys with
K CS/HL2DM?
Under same Steam account - no.
Yes you can under the same Steam account I do it all the time

SG This is NOT on topic for this list. I don't see the need for valve to
SG respond for steam customer support on a coding list. Please stop
spamming my
SG in-box with anti-steam crap.
I haven't started that topic, but I am also not going to continue it
either. Btw there were a lot of other off topics on this list and no
one bitched about that.
I wasn't responding directly to you :) that was just the email that I
happened to reply on.
Also the reason no one bitches at other off topics is because they are
normally short lived and never really annoy anyone. Also valve doesn't
respond to those topics which was the point of that statement.

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


Re: [hlcoders] Steam: Technology failure

2005-01-31 Thread Pierre-Marie Baty
OK, got 26 emails, in 12 hours, from this list, half of which for this very
thread, which makes an average of more than 1 email every 30 minutes landing
in my mailbox to teach me some fascinating things about the usefulness of
the Steam platform, and a lot of other unsortable things which I'll classify
as general culture, to stay polite. I had subscribed to this list in the
hope to find competent people willing to help each other's out regarding
*half-life 2 coding*, but the usefulness ratio is mind-blowing. This list is
unusable, I'm out of it. From now on I'll stick to the archives. Goodbye,
and bravo.
Accessorily, if some of the good folks know a place to discuss about the HL2
SDK that is not so cluttered, for hell's sake please let me know.
--
Pierre-Marie Baty
http://forums.bots-united.com

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


Re: [hlcoders] Making Usable Ladders

2005-01-31 Thread Josh Ferguson
He mirrored my sentiments on the subject, but didn't provide a
solution. Have other coders fixed this by simply switching over to
using the HL2 code, even though it's not optimal for multiplayer? It
would seem easier to me to simply use the old style ladders, if only I
had the source code (could it be adapted from the HL SDK?).  I was
curious how everyone else has solved this problem.


On Mon, 31 Jan 2005 14:32:23 -0600, Jeffrey botman Broome
[EMAIL PROTECTED] wrote:

 Did you see this post in the archive that Yahn replied to earlier?...

 http://list.valvesoftware.com/mailman/private/hlcoders/2005-January/011615.html

 --
 Jeffrey botman Broome

 ___
 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] Finding Alias

2005-01-31 Thread Adam \amckern\ Mckern
i dont know if this will help, but i found this in
server plugin demo plugin_empty

const char * name = engine-GetClientConVarValue(
engine-IndexOfEdict(pEdict), name );

its in the ClientSettingsChanged class, in
serverplugin_empty.cpp

it looks like you can call any con var, with this
method

Adam


--- Frank Weima [EMAIL PROTECTED] wrote:

 Hi peepz,

 Again a simple question=] :
 How to check if someone has an alias or not.
 Alias set_my_name name John_Smith - for example.

 Thanks,
 Frank 'anxiro' Weima.


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

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




=
http://ammahls.com




__
Do you Yahoo!?
Read only the mail you want - Yahoo! Mail SpamGuard.
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



[hlcoders] Playing custom .vcd (faceposer) files

2005-01-31 Thread Jon
I'm having some trouble getting .vcds made in face poser to play
properly. I have an avatar class based on the CBaseActor class (as most
of the humanoid NPC's seem to be) and although I have precached the
instanced scene (ie the VCD) and done SetExpression(blah/blah.vcd) the
avatars still aren't playing the facial expression. Tracing through the
npc_citizen17.cpp the only real changes in VCD seem to be through the
overloaded function SelectRandomExpressionForState(NPCState). However,
overloading this function in my own class didn't do the trick.
Really I just need a totally dumb NPC that is going to have just one
looping VCD of either happy or sad or whatever emotions on their face,
they don't move or change states or anything of the sort. If anyone
could step me through the process of playing a custom facial animation
on a model that would be great. For reference my class is just borrowing
the model files from the citizen17 entities so everything should be set
up for rigging I'd assume (they currently display the idle, looking
around animation just fine).
TIA
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


Re: [hlcoders] Steam: Technology failure

2005-01-31 Thread Luke Graham
This thread is no different to any other internet forum. The first
rule is always, Dont feed the trolls. Its too late for this thread,
its already pissing everyone off, but next time... can we learn from
our mistakes here? Please? No grief to feed on means no joy for the
trolls, so they go away and find a juicier target. It really is the
only way to get rid of them, ask any serious usenet user. Im sure a
troll will reply to this message, just as one replied to botman, so
everyone will see that even messages talking about not talking about
trolls are too much.

Pierre - This is a useful list, thank god its just this thread so far.
I can send you a gmail invite if you want a good way to sort the wheat
from the chaff and your regular client doesnt thread.


On Mon, 31 Jan 2005 20:22:25 +0100, Pierre-Marie Baty
[EMAIL PROTECTED] wrote:
 OK, got 26 emails, in 12 hours, from this list, half of which for this very
 thread, which makes an average of more than 1 email every 30 minutes landing
 in my mailbox to teach me some fascinating things about the usefulness of
 the Steam platform, and a lot of other unsortable things which I'll classify
 as general culture, to stay polite. I had subscribed to this list in the
 hope to find competent people willing to help each other's out regarding
 *half-life 2 coding*, but the usefulness ratio is mind-blowing. This list is
 unusable, I'm out of it. From now on I'll stick to the archives. Goodbye,
 and bravo.

 Accessorily, if some of the good folks know a place to discuss about the HL2
 SDK that is not so cluttered, for hell's sake please let me know.


 --
 Pierre-Marie Baty
 http://forums.bots-united.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



Re: [hlcoders] Possible to not use weapon script files?

2005-01-31 Thread Luke Graham
Unless youre talking about the people running your mod on their
servers, it shouldnt matter if clients muck around with the files...
should it?? As far as I was aware, everything that could be abused in
a simplistic manner was done server-side. If those files can in fact
be used to cheat, then I agree that turning them into code would be a
good idea. May I suggest writing a small script to generate c-code
from the files? I prefer ruby but perl is more common for these sort
of operations :) It would save a lot of maintainence work down the
track.


On Mon, 31 Jan 2005 17:05:54 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
  Draco wrote:
  But wouldn't it be safer to not let the users play with this stuff,
  hide it in the code?(I haven't modded HL2 yet, so I don't know exactly
  how the txt files work)


  This is kind of what I was thinking.


 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



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



Re: [hlcoders] Making Usable Ladders

2005-01-31 Thread Ben Davison
I'm just waiting till the HL2DM SDK comes out to properly start work on my mod.


On Mon, 31 Jan 2005 16:24:11 -0600, Josh Ferguson [EMAIL PROTECTED] wrote:
 He mirrored my sentiments on the subject, but didn't provide a
 solution. Have other coders fixed this by simply switching over to
 using the HL2 code, even though it's not optimal for multiplayer? It
 would seem easier to me to simply use the old style ladders, if only I
 had the source code (could it be adapted from the HL SDK?).  I was
 curious how everyone else has solved this problem.

 On Mon, 31 Jan 2005 14:32:23 -0600, Jeffrey botman Broome
 [EMAIL PROTECTED] wrote:
 
  Did you see this post in the archive that Yahn replied to earlier?...
 
  http://list.valvesoftware.com/mailman/private/hlcoders/2005-January/011615.html
 
  --
  Jeffrey botman Broome
 
  ___
  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




--
- Ben Davison
- http://www.shadow-phoenix.com

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



Re: [hlcoders] moveable Spawnpoints

2005-01-31 Thread DOOManiac
Perhaps you could use non-player-controllable vehicles (either though AI
or a pre-set path) instead. There is no other way to prevent BF1942
style drive-the-carrier-off-the-map smacktards.
--
Russell DOOManiac Weed
--
[EMAIL PROTECTED]
--
Andrew Foss wrote:
The issue I see here is that if it were attached to the sides of an
APC, a malicious player could park the APC up against a wall and have
players spawn into the void or into a solid wall, or into places in
the map that they shouldn't be in (spawn on the other side of a wall
where an objective is? into protected spawn areas?)
On Thu, 27 Jan 2005 09:51:23 +, British_Bomber [EMAIL PROTECTED] 
wrote:
Couldnt you acctually make an entity in and of itself that is a spawn
point, but instead of attaching it to another entity,  you used
something similar to parent but it's based on loacational objects.
Rofl sorry perhaps an example would be a little clearer,
If you have a game play that is based on capturing specific locations,
you start out at a base and with each new flag you capture, the spawn
points all move to that flag, or a few of them do.
Yes it could be done in a different way, but I think that should bring
the topic back into the realm of coding :D
___
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] Possible to not use weapon script files?

2005-01-31 Thread r00t 3:16
Well that is a good question
If the server sets all this info, then in theory why would the client need
those files? (Unless it is single player type game)
So yes I believe the server does control this but is it possible for the
client to somehow override these?

r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Luke Graham [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, January 31, 2005 7:52 PM
Subject: Re: [hlcoders] Possible to not use weapon script files?

Unless youre talking about the people running your mod on their
servers, it shouldnt matter if clients muck around with the files...
should it?? As far as I was aware, everything that could be abused in
a simplistic manner was done server-side. If those files can in fact
be used to cheat, then I agree that turning them into code would be a
good idea. May I suggest writing a small script to generate c-code
from the files? I prefer ruby but perl is more common for these sort
of operations :) It would save a lot of maintainence work down the
track.
On Mon, 31 Jan 2005 17:05:54 -0500, r00t 3:16 [EMAIL PROTECTED]
wrote:
 Draco wrote:
 But wouldn't it be safer to not let the users play with this stuff,
 hide it in the code?(I haven't modded HL2 yet, so I don't know exactly
 how the txt files work)
 This is kind of what I was thinking.
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

___
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] FX_FireBullets() / FireBulletsInfo_t

2005-01-31 Thread r00t 3:16
Some posted about bullet tracers awhile back and I gave them a quick idea
how to fix it.
When testing a map I noticed the the mp5 was firing 2 bullets every time you
quickly pushed the fire button.
So debugging the info it seems the
FireBulletsInfo_t Fire;
Fire.m_iShots = 1;
Fire.m_vecSrc = pPlayer-Weapon_ShootPosition( );
Fire.m_vecDirShooting = pPlayer-GetAutoaimVector( flSpread );
Fire.m_vecSpread = GetBulletSpread();
Fire.m_flDistance = MAX_TRACE_LENGTH;
Fire.m_iAmmoType = m_iPrimaryAmmoType;
Fire.m_iTracerFreq = 3;
Fire.m_iDamage = 8;
Fire.m_iPlayerDamage = 20;
Fire.m_pAttacker = (CBaseEntity *) pPlayer;
Fire.m_nFlags = 0;
Fire.m_flDamageForceScale = 0.95f;
player-FireBullets( Fire ); // causes the double bullet problem, but I get
tracers.
// also the other interesting thing about the above code as it seems to
override some of the var's from the weapon scripts file?
// commenting out the code below
// I do not get the extra bullet fired, but I do not get sounds etc.
// the above code does not seem to be for multiplayer? as it has no
prediction random seed?
FX_FireBullets(
pPlayer-entindex(),
pPlayer-Weapon_ShootPosition(),
pPlayer-EyeAngles() + pPlayer-GetPunchAngle(),
GetWeaponID(),
Primary_Mode,
CBaseEntity::GetPredictionRandomSeed()  255,
flSpread );
Im guessing that FX_FireBullets(); Is for multiplayer because of the
prediction?
FireBulletsInfo_t Fire;
player-FireBullets( Fire ); is for single player?
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] Possible to not use weapon script files?

2005-01-31 Thread Oscar Björhn
It's not possible for the client to override them.

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



Re: [hlcoders] HL2DM IPlayerInfoManager Out of Date

2005-01-31 Thread David Anderson
 Your plugin code needs to be able to handle an out of date (or even
 missing) interface, there are no guarantees that MODs will export the
 various plugin interfaces.
Then why is something rather important like IPlayerInfoManager in
public (or even the gamedll)?  If the implementation or version is
completely arbitrary to anything, shouldn't it be in dlls or something
mod-dependent?
Anyway, I guess we'll have to work around it.  Yay for hacks that should
 be totally unnecessary :p
 ~dvander
Alfred Reynolds wrote:
There needs to be a HL2DM release for it to export these new interfaces
(so far only CS:S has had such a release). Hopefully sometime in
February.
Your plugin code needs to be able to handle an out of date (or even
missing) interface, there are no guarantees that MODs will export the
various plugin interfaces.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David
Anderson Sent: Thursday, January 27, 2005 8:42 AM To:
hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] HL2DM
IPlayerInfoManager Out of Date

I don't like bumping threads but this issue is rather important, as
if Valve isn't even going to comply with their own API then
server-plugins are essentially doomed.
Hopefully someone can make a comment before this gets overrun with
another 40 irrelevant posts of Steam: Technology Failure.
Thanks,
 ~dvander
David Anderson wrote:
From what I've seen, it seems IPlayerInfoManager on HL2DM is still
at version 001 while IPlayerInfoManager on CS:S is at version 002.
While all Valve needs to do is recompile, the fact that the version
number and interface name are in one string make it very difficult
for good backward compatibility.  Assuming they were separated, and
Valve simply added new functions to the end of the vtable, it
wouldn't be a problem.  But that's not going to happen.
What's the solution to this? Are we going to have to do ugly hacks
to check the name's last three digits from X to 001 until we get a
valid interface pointer?  Other than that, I see nasty
compatibility problems in the future.
Thanks for any help,
-David BAILOPAN Anderson
http://www.sourcemod.net/
___
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] HL2DM IPlayerInfoManager Out of Date

2005-01-31 Thread Jeff Fearn
On Sun, 30 Jan 2005 21:39:54 -0800, Alfred Reynolds
[EMAIL PROTECTED] wrote:
 There needs to be a HL2DM release for it to export these new interfaces
 (so far only CS:S has had such a release). Hopefully sometime in
 February.

 Your plugin code needs to be able to handle an out of date (or even
 missing) interface, there are no guarantees that MODs will export the
 various plugin interfaces.

What is the best way to determine the interface version?

If it's an ugly hack, can you add a GetInterfaceVersion method?

Jeff

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