Re: [hlcoders] IsDead() is Alive() bug? hl2mp sdk

2005-04-21 Thread Heritage
When a player is not in your view, you dont receive any info from that
client such as origin, or view angles(check out
CBasePlayer::ShouldTransmit); however,  I was under the impression
that deadflag was inside another networked class that would always
transmit regardless of location, either that is not true, or somewhere
in the client code, deadflag is not set up properly.  I'm not really
great with the new hl2 networked class stuff, so at least for a hack,
you could set up a basic message that you send to all clients when a
player dies to set the client deadflag. Look for examples of hud
messaging... ITS VERY easy to set up in hl2.. hl1 was a bit more of a
pain

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RE: [hlcoders] IsDead() is Alive() bug? hl2mp sdk

2005-04-21 Thread Tony \omega\ Sergi
After some quick poking around, I think I know the main problem.
Too many people working on the code base at valve all doing different things
:P
For example, here are 4 different ways an entity (well more specifically)
the player is tested as being alive or dead.

Notice how this can cause a big problem when some ways of killing a player
may not actually set the required data all the time.

inline bool CBaseEntity::IsAlive( void )
{
return m_lifeState == LIFE_ALIVE;
}
bool CBasePlayer::IsDead() const
{
return m_lifeState == LIFE_DEAD;
}

bool CGameMovement::IsDead( void ) const
{
return ( player-m_iHealth = 0 ) ? true : false;
}

client specifically:
bool C_BasePlayer::IsPlayerDead()
{
return pl.deadflag == true;
}


-Original Message-
From: r00t 3:16 [mailto:[EMAIL PROTECTED]
Sent: April 21, 2005 6:20 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] IsDead() is Alive() bug? hl2mp sdk

I don't think the flags are being set correctly or something.

Because in my examples it said I killed that person with a barrel.
However the IsDead() did not reconize them as being dead.

Then if I did IsAlive() when I killed them with a barrel it said I killed
them and it reconized the player as dead.
However then when I shot the person it said I shot them but did not reconize
them as being dead.

(I was using these to keep track of alive players on each team in the game
rules if that matters)

Just seems weird to me that in some instances 1 works 1 way and the other
works another kind of odd i guess.


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Re: [hlcoders] Drawing crosshair to the screen

2005-04-21 Thread Ben Davison
Thanks for the contribution :) Might come in handy sometime :)

On 4/21/05, r00t 3:16 [EMAIL PROTECTED] wrote:
 I had asked this awhile back and a couple of people had some suggestions
 like, animated textures etc.

 Well there isn't many people who know how to do this without using a texture
 or a font icon.

 Well CSS does not use a texture or an icon I do not believe because I
 searched just about every texture file and font file for CSS for a
 crosshair...

 Anyways you can draw the lines to the screen and once you get them drawn you
 can then animate the crosshair to do whatever...

 Here is the snippet of code so you can at least draw the crosshair to the
 screen..
 (I used CHudZoom to get an idea of how to draw lines to the hud...)

 (Valve if this is not the best way of going about this let me know)

 CHudCrosshair::Paint()
 {
 
 // Verticle Reticle -r00t
 surface()-DrawSetColor( 0,255,0,200 );
 surface()-DrawFilledRect(xpos , 287, xpos + 1, 287 + 10 );
 surface()-DrawFilledRect(xpos , 297, xpos, 297 + 6 );
 surface()-DrawFilledRect(xpos , 303 , xpos + 1, 303 + 10 );
 // Horizontal Reticle -r00t
 surface()-DrawFilledRect( 387 , ypos, 387 + 10, ypos + 1 );
 surface()-DrawFilledRect( 397 , ypos, 397 + 6, ypos);
 surface()-DrawFilledRect(403 , ypos , 403 + 10 , ypos + 1 );
 
 }

 |
 This will just a draw  
 |

 Hopefully someone finds this useful.

 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com

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

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Re: [hlcoders] Drawing crosshair to the screen

2005-04-21 Thread Adam \amckern\ Mckern
wont that just work for one res? ie 1900x1200?

--- Ben Davison [EMAIL PROTECTED] wrote:
 Thanks for the contribution :) Might come in handy
 sometime :)

 On 4/21/05, r00t 3:16 [EMAIL PROTECTED]
 wrote:
  I had asked this awhile back and a couple of
 people had some suggestions
  like, animated textures etc.
 
  Well there isn't many people who know how to do
 this without using a texture
  or a font icon.
 
  Well CSS does not use a texture or an icon I do
 not believe because I
  searched just about every texture file and font
 file for CSS for a
  crosshair...
 
  Anyways you can draw the lines to the screen and
 once you get them drawn you
  can then animate the crosshair to do whatever...
 
  Here is the snippet of code so you can at least
 draw the crosshair to the
  screen..
  (I used CHudZoom to get an idea of how to draw
 lines to the hud...)
 
  (Valve if this is not the best way of going about
 this let me know)
 
  CHudCrosshair::Paint()
  {
  
  // Verticle Reticle -r00t
  surface()-DrawSetColor( 0,255,0,200 );
  surface()-DrawFilledRect(xpos , 287, xpos + 1,
 287 + 10 );
  surface()-DrawFilledRect(xpos , 297, xpos, 297 +
 6 );
  surface()-DrawFilledRect(xpos , 303 , xpos + 1,
 303 + 10 );
  // Horizontal Reticle -r00t
  surface()-DrawFilledRect( 387 , ypos, 387 + 10,
 ypos + 1 );
  surface()-DrawFilledRect( 397 , ypos, 397 + 6,
 ypos);
  surface()-DrawFilledRect(403 , ypos , 403 + 10 ,
 ypos + 1 );
  
  }
 
  |
  This will just a draw  
  |
 
  Hopefully someone finds this useful.
 
  r00t 3:16
  CQC Gaming
  www.cqc-gaming.com
 
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 view the list archives, please visit:
 

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

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Re: [hlcoders] IsDead() is Alive() bug? hl2mp sdk

2005-04-21 Thread r00t 3:16
Yea, kind of funny really.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Tony omega Sergi [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, April 21, 2005 7:53 AM
Subject: RE: [hlcoders] IsDead() is Alive() bug? hl2mp sdk

After some quick poking around, I think I know the main problem.
Too many people working on the code base at valve all doing different
things
:P
For example, here are 4 different ways an entity (well more specifically)
the player is tested as being alive or dead.
Notice how this can cause a big problem when some ways of killing a player
may not actually set the required data all the time.
inline bool CBaseEntity::IsAlive( void )
{
return m_lifeState == LIFE_ALIVE;
}
bool CBasePlayer::IsDead() const
{
return m_lifeState == LIFE_DEAD;
}
bool CGameMovement::IsDead( void ) const
{
return ( player-m_iHealth = 0 ) ? true : false;
}
client specifically:
bool C_BasePlayer::IsPlayerDead()
{
return pl.deadflag == true;
}
-Original Message-
From: r00t 3:16 [mailto:[EMAIL PROTECTED]
Sent: April 21, 2005 6:20 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] IsDead() is Alive() bug? hl2mp sdk
I don't think the flags are being set correctly or something.
Because in my examples it said I killed that person with a barrel.
However the IsDead() did not reconize them as being dead.
Then if I did IsAlive() when I killed them with a barrel it said I killed
them and it reconized the player as dead.
However then when I shot the person it said I shot them but did not
reconize
them as being dead.
(I was using these to keep track of alive players on each team in the game
rules if that matters)
Just seems weird to me that in some instances 1 works 1 way and the other
works another kind of odd i guess.
--
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Checked by AVG Anti-Virus.
Version: 7.0.308 / Virus Database: 266.10.1 - Release Date: 20/04/2005

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Re: [hlcoders] Drawing crosshair to the screen

2005-04-21 Thread r00t 3:16
Ben,
welcome...
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Ben Davison [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, April 21, 2005 9:18 AM
Subject: Re: [hlcoders] Drawing crosshair to the screen

Thanks for the contribution :) Might come in handy sometime :)
On 4/21/05, r00t 3:16 [EMAIL PROTECTED] wrote:
I had asked this awhile back and a couple of people had some suggestions
like, animated textures etc.
Well there isn't many people who know how to do this without using a
texture
or a font icon.
Well CSS does not use a texture or an icon I do not believe because I
searched just about every texture file and font file for CSS for a
crosshair...
Anyways you can draw the lines to the screen and once you get them drawn
you
can then animate the crosshair to do whatever...
Here is the snippet of code so you can at least draw the crosshair to the
screen..
(I used CHudZoom to get an idea of how to draw lines to the hud...)
(Valve if this is not the best way of going about this let me know)
CHudCrosshair::Paint()
{

// Verticle Reticle -r00t
surface()-DrawSetColor( 0,255,0,200 );
surface()-DrawFilledRect(xpos , 287, xpos + 1, 287 + 10 );
surface()-DrawFilledRect(xpos , 297, xpos, 297 + 6 );
surface()-DrawFilledRect(xpos , 303 , xpos + 1, 303 + 10 );
// Horizontal Reticle -r00t
surface()-DrawFilledRect( 387 , ypos, 387 + 10, ypos + 1 );
surface()-DrawFilledRect( 397 , ypos, 397 + 6, ypos);
surface()-DrawFilledRect(403 , ypos , 403 + 10 , ypos + 1 );

}
|
This will just a draw  
|
Hopefully someone finds this useful.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
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- http://www.shadow-phoenix.com
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Re: [hlcoders] Drawing crosshair to the screen

2005-04-21 Thread Casey Bodley
Hi root,

You may consider using surface()-DrawLine() instead of calling
DrawFilledRect() with a width of 1.

You might also want to draw the crosshair with an additive texture. To
do this, first add this to your CHudCrosshair class in
hud_crosshair.h:

CPanelAnimationVarAliasType( int, m_nAdditiveTextureID,
LineTexture, vgui/white_additive, textureid );

And in CHudCrosshair::Paint():
..
surface()-DrawSetTexture( m_nAdditiveTextureID );
surface()-DrawSetColor( 0,255,0,200 );
..
Then use surface()-DrawTexturedLine(), which takes Vertex_t's as
arguments, to draw your lines.

Casey
epicar at dystopia-mod.com

On 4/21/05, r00t 3:16 [EMAIL PROTECTED] wrote:
 Ben,

 welcome...


 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com
 - Original Message -
 From: Ben Davison [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Thursday, April 21, 2005 9:18 AM
 Subject: Re: [hlcoders] Drawing crosshair to the screen

  Thanks for the contribution :) Might come in handy sometime :)
 
  On 4/21/05, r00t 3:16 [EMAIL PROTECTED] wrote:
  I had asked this awhile back and a couple of people had some suggestions
  like, animated textures etc.
 
  Well there isn't many people who know how to do this without using a
  texture
  or a font icon.
 
  Well CSS does not use a texture or an icon I do not believe because I
  searched just about every texture file and font file for CSS for a
  crosshair...
 
  Anyways you can draw the lines to the screen and once you get them drawn
  you
  can then animate the crosshair to do whatever...
 
  Here is the snippet of code so you can at least draw the crosshair to the
  screen..
  (I used CHudZoom to get an idea of how to draw lines to the hud...)
 
  (Valve if this is not the best way of going about this let me know)
 
  CHudCrosshair::Paint()
  {
  
  // Verticle Reticle -r00t
  surface()-DrawSetColor( 0,255,0,200 );
  surface()-DrawFilledRect(xpos , 287, xpos + 1, 287 + 10 );
  surface()-DrawFilledRect(xpos , 297, xpos, 297 + 6 );
  surface()-DrawFilledRect(xpos , 303 , xpos + 1, 303 + 10 );
  // Horizontal Reticle -r00t
  surface()-DrawFilledRect( 387 , ypos, 387 + 10, ypos + 1 );
  surface()-DrawFilledRect( 397 , ypos, 397 + 6, ypos);
  surface()-DrawFilledRect(403 , ypos , 403 + 10 , ypos + 1 );
  
  }
 
  |
  This will just a draw  
  |
 
  Hopefully someone finds this useful.
 
  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
 
 
 
 
  --
  - Ben Davison
  - http://www.shadow-phoenix.com
 
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  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
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Re: [hlcoders] Netcode and Vehicles

2005-04-21 Thread SB Childe Roland
I was wondering if you can give me a clue on how to start.  Perhaps
you could move one of the functions client side as a demo?  I really
have no idea how your guys' netcode works or how to begin moving
things to the client side.  Any hints or links you can give me that
may give me a start on how to do this would be greatly appreciated.

Thanks.

On 12/15/04, Yahn Bernier [EMAIL PROTECTED] wrote:
 You should be able to make your vehicles as lightweight from a
 networking point of view in Source as in any other current or next
 generation engine.  You have complete control over how much data is sent
 for each vehicle and it's generally not too tricky to move lots of logic
 over to the client to avoid having to network it.  In fact, you could
 make vehicles nearly 100% client side if you so desired.

 Jay or I are happy to provide specific suggestions on how to reduce
 bandwidth usage by vehicles/phyics/players/weapons or whatever you run
 into, but you'll need to formulate a plan so you can ask questions we
 can give real answers to.

 I'd love to see someone try to do a 32 vehicle game and we'd be happy to
 help with any technical issues along the way.

 Yahn



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[hlcoders] Crash with my overhead icons, want to make sure i fixed it right.

2005-04-21 Thread Imperio59
Hey,
So this is a bit of a long shot, but here's the story:
I made a hud element that displays icons over your teams head. I have a
list of C_BasePlayer pointers, wich i update every OnTick by using a
SphereQuery to fetch all teammates around me in a certain radius. Now
this worked fine, until we ran some multiplayer test, and people started
crashing when others quit.
I ran a debugger and found out that my call to GetAttachment (to get the
position of an attachment over the head of the player model) was the
problem, for some reason, down the line, GetModel() was crashing the
whole thing.
I figure that it's trying to fetch the player model on a player that is
quitting/already gone, so that somehow causes the crash.
I added a few safety checks, for IsAlive(), !IsDormant(), but i'm not
sure if that's enough.
Does anyone know how to, client-side, make sure an entity is still fully
connected?
Is there any other safety check i should run on my player pointers?
I'm asking this because i don't have the manpower (yet) to run a server
just to crash it until i find the correct fix, especially since i would
have to re-upload the client.dll to each tester every time...
Thanks in advance
Imperio59
--
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Checked by AVG Anti-Virus.
Version: 7.0.308 / Virus Database: 266.10.2 - Release Date: 21/04/2005

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[hlcoders] Plugins loaded into the client?

2005-04-21 Thread Mattie Casper
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
As a plugin developer, I quite frequently test my server plugins on a local 
listen server while I'm developing. When I go to play games, though, I'm 
reminded that the plugin is still there when the plugin's concommands are still 
accessible. No big deal most the time, but some of the language in the recent 
Steam announcements about 'cheat detection' make me worry that plugin 
developers might get penalized for accidentally leaving a random 
serverplugin_empty DLL in their cstrike/addons folder (since these will load 
happily into the hl2.exe process).

My question: will server plugins be exempt from the detection? If not, since 
the client is automatically loading the plugin into the process space, is it 
possible that developers could be penalized for accidentally loading their 
plugin?

Just a random thought, thanks for any input you might have,
-Mattie
--


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RE: [hlcoders] Plugins loaded into the client?

2005-04-21 Thread Alfred Reynolds
VAC operates via positive detections, you will only be banned if it
finds a cheat. If your plugin is not a cheat (and does not enable cheat
functionality) you will be fine.

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mattie
Casper
Sent: Thursday, April 21, 2005 4:41 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Plugins loaded into the client?

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ] As a plugin developer,
I quite frequently test my server plugins on a local listen server while
I'm developing. When I go to play games, though, I'm reminded that the
plugin is still there when the plugin's concommands are still
accessible. No big deal most the time, but some of the language in the
recent Steam announcements about 'cheat detection' make me worry that
plugin developers might get penalized for accidentally leaving a random
serverplugin_empty DLL in their cstrike/addons folder (since these will
load happily into the hl2.exe process).

My question: will server plugins be exempt from the detection? If not,
since the client is automatically loading the plugin into the process
space, is it possible that developers could be penalized for
accidentally loading their plugin?

Just a random thought, thanks for any input you might have, -Mattie
--


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Re: [hlcoders] Plugins loaded into the client?

2005-04-21 Thread Daniel Jennings
What then does it consider a cheat? I mean what if I have something such as
server side cheats in my server plugin, such as things offering God Mode
to players, but this is only functional for the server, and doesn't modify
anything client side? Will it still find it as a positive detection because
it changes things associated with cheating but on the server DLL end not the
client end?

Thanks,
Daniel Jennings

- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, April 21, 2005 4:57 PM
Subject: RE: [hlcoders] Plugins loaded into the client?


 VAC operates via positive detections, you will only be banned if it
 finds a cheat. If your plugin is not a cheat (and does not enable cheat
 functionality) you will be fine.

 - Alfred

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Mattie
 Casper
 Sent: Thursday, April 21, 2005 4:41 PM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Plugins loaded into the client?

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ] As a plugin developer,
 I quite frequently test my server plugins on a local listen server while
 I'm developing. When I go to play games, though, I'm reminded that the
 plugin is still there when the plugin's concommands are still
 accessible. No big deal most the time, but some of the language in the
 recent Steam announcements about 'cheat detection' make me worry that
 plugin developers might get penalized for accidentally leaving a random
 serverplugin_empty DLL in their cstrike/addons folder (since these will
 load happily into the hl2.exe process).

 My question: will server plugins be exempt from the detection? If not,
 since the client is automatically loading the plugin into the process
 space, is it possible that developers could be penalized for
 accidentally loading their plugin?

 Just a random thought, thanks for any input you might have, -Mattie
 --


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 please visit:
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RE: [hlcoders] Plugins loaded into the client?

2005-04-21 Thread Alfred Reynolds
If it will give an unfair advantage to a user then it is a cheat. If you
are ever in doubt that you are writing a cheat then DON'T load it on
your client.

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Daniel
Jennings
Sent: Thursday, April 21, 2005 6:53 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Plugins loaded into the client?

What then does it consider a cheat? I mean what if I have something such
as server side cheats in my server plugin, such as things offering God
Mode to players, but this is only functional for the server, and doesn't
modify anything client side? Will it still find it as a positive
detection because it changes things associated with cheating but on the
server DLL end not the client end?

Thanks,
Daniel Jennings

- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, April 21, 2005 4:57 PM
Subject: RE: [hlcoders] Plugins loaded into the client?


 VAC operates via positive detections, you will only be banned if it
 finds a cheat. If your plugin is not a cheat (and does not enable
 cheat
 functionality) you will be fine.

 - Alfred

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Mattie
 Casper
 Sent: Thursday, April 21, 2005 4:41 PM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Plugins loaded into the client?

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ] As a plugin
 developer, I quite frequently test my server plugins on a local listen

 server while I'm developing. When I go to play games, though, I'm
 reminded that the plugin is still there when the plugin's concommands
 are still accessible. No big deal most the time, but some of the
 language in the recent Steam announcements about 'cheat detection'
 make me worry that plugin developers might get penalized for
 accidentally leaving a random serverplugin_empty DLL in their
 cstrike/addons folder (since these will load happily into the hl2.exe
process).

 My question: will server plugins be exempt from the detection? If not,

 since the client is automatically loading the plugin into the process
 space, is it possible that developers could be penalized for
 accidentally loading their plugin?

 Just a random thought, thanks for any input you might have, -Mattie
 --


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


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Re: [hlcoders] Multiplayer NPCs

2005-04-21 Thread SB Childe Roland
Does anybody know where I can get more information about transfering
existing code to be client side??

On 12/18/04, Adam amckern Mckern [EMAIL PROTECTED] wrote:
 i would look at clinet side predctions, and work from
 there (sorry if this has been answered)

 things that should be done on the client are
 animtions, and sounds, while the demage should be
 sever side, this of course will get harder as you
 progress to things line gun ships, and striders

 Adam


 --- wheaty [EMAIL PROTECTED] wrote:

  I've been able to get a fully working headcrab in a
  multiplayer mod
  (basically copied the npc_headcrab code and spent a
  while trimming it
  until it compiled).  As it stands right now,
  *everything* is done on
  the server side, which isn't exactly optimal.  My
  question is, should
  I attempt to hack the headcrab into the shared
  code?
 
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[hlcoders] RE: Crash with my overhead icons, want to make sure i fixed it right.

2005-04-21 Thread Imperio59
Thanks a ton, i will switch my lookup method to use IClientNetworkable
instead of a sphere query, it probably is safer, since i never know
exactly if i can trust what's on the client anyways, it has given me a
hard time before :p
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[hlcoders] View vectors in a hud?

2005-04-21 Thread r00t 3:16
I can not for the life of me figure out how to find out if the person turned
left / right / looked up or down.
I thought it was GetViewOffset or GetVector or something but I can not
remember.
Maybe I am just tired
r00t 3:16
CQC Gaming
www.cqc-gaming.com
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