[hlcoders] Display Messages on Client
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
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
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?
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?
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?
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
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?
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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?
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
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
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?
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
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?
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
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
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