Re: [hlcoders] Have a serverplugin show up in 3rd party server browsers

2005-09-03 Thread Adam \"amckern\" Mckern
I would try and test out the string


/*
===
const char *GetGameDescription()

Returns the descriptive name of this .dll.  E.g.,
Half-Life, or Team Fortress 2
===
*/
const char *GetGameDescription()
{
if ( g_pGameRules ) // this function may be called
before the world has spawned, and the game rules
initialized
return g_pGameRules->GetGameDescription();
else
//-
// Nightfall - amckern - [EMAIL PROTECTED]
//-
// Purpose: Game name in server browser, and console
//-
return "Nightfall";
}

Its around line 68 in hl2_client.cpp

Of course, i am no plugin programer, but you might be
able to hack a hook into that.

Adam


--- -string- <[EMAIL PROTECTED]> wrote:

> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Hi, I was wondering if somebody knew how to get a
> server plugin to show up in 3rd party server browser
> such as HLSW.
> Mani Admin Plugin is showing and I was wondering
> what type of command/registration you have to do to
> end up there.
> Support for a plugin is different, I dont want
> commands to be sent to the plugin, just to point out
> that the server uses the plugin.
>
> I have a stat plugin that is quite new and players
> are wondering how to know if a server got the plugin
> without connecting to it.
> Best Regards
> Henrik aka -string-
> --
>
>
>
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[hlcoders] Have a serverplugin show up in 3rd party server browsers

2005-09-03 Thread -string-
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi, I was wondering if somebody knew how to get a server plugin to show up in 
3rd party server browser such as HLSW.
Mani Admin Plugin is showing and I was wondering what type of 
command/registration you have to do to end up there.
Support for a plugin is different, I dont want commands to be sent to the 
plugin, just to point out that the server uses the plugin.

I have a stat plugin that is quite new and players are wondering how to know if 
a server got the plugin without connecting to it.
Best Regards
Henrik aka -string-
--



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Re: [hlcoders] Model Surface Properties

2005-09-03 Thread Tim Holt
If you can get the material, can you then get the UV map info and figure out
where on the material the contact is?  With that you could start to do simple
zone areas on the material.

Quoting [EMAIL PROTECTED]:

> I want to be able to group faces/triangles of a collision mesh in one of
> my models into separate groups.  Inside my mod, I want to be able to tell
> from a trace which group of faces was hit by the trace.  The closest thing
> I can see at doing that is by looking at the "surface" (csurface_t) of the
> trace.  This doesn't give me much information, but from there I can use
> "surface.surfaceProps" to get to surfacedata_t.  From there, I can get to
> "surfacegameprops_t" which has an interesting variable named "material".
> I was hoping from that I could get information about the material assigned
> to the collision mesh's faces.  Unfortunately, the entire model yields the
> same material no matter what texture is assigned to it, and it looks like
> it's intended for a material defined in Hammer.  I'd rather not use
> hitboxes, but I will if that's the only alternative.
>
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[hlcoders] Model Surface Properties

2005-09-03 Thread krenzo
I want to be able to group faces/triangles of a collision mesh in one of
my models into separate groups.  Inside my mod, I want to be able to tell
from a trace which group of faces was hit by the trace.  The closest thing
I can see at doing that is by looking at the "surface" (csurface_t) of the
trace.  This doesn't give me much information, but from there I can use
"surface.surfaceProps" to get to surfacedata_t.  From there, I can get to
"surfacegameprops_t" which has an interesting variable named "material".
I was hoping from that I could get information about the material assigned
to the collision mesh's faces.  Unfortunately, the entire model yields the
same material no matter what texture is assigned to it, and it looks like
it's intended for a material defined in Hammer.  I'd rather not use
hitboxes, but I will if that's the only alternative.

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