Re: [hlcoders] Have a serverplugin show up in 3rd party server browsers
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- > -- > > > > ___ > To unsubscribe, edit your list preferences, or view > the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > My Website http://ammahls.com Lead Programer NightFall This email has been sent from Adam McKern, and is not one of the many spam bots that use my email address. If you receive an email that has not got this signature line, please delate the email, and not respond in any way to it. Start your day with Yahoo! - make it your home page http://www.yahoo.com/r/hs ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Have a serverplugin show up in 3rd party server browsers
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- -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Model Surface Properties
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. > > ___ > 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] Model Surface Properties
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders