Re: [hlcoders] Re: Trapping Sprays (Ray)

2005-11-15 Thread c0ldfyr3

Yes, there is a solution...

Behold SprayMod http://SprayMod.c0ld.net
Started it today, finished it today, like I said.
I am pretty sure its bug free, its a fairly simple lil plugin, but just
incase I flagged the version with a B for beta kids.

Try it and let me know, im very open to critisim both good and bad !

Ill release the source in the next few days too, needs a lil cleaning,
remove some test functions once I know its ok, bear with me =)

-c0ld

- Original Message -
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, November 16, 2005 3:53 AM
Subject: RE: [hlcoders] Re: Trapping Sprays (Ray)



It sounds like there is already a solution and sample code.

- Alfred

Ray wrote:

Come on Alfred,
Could you answer this request please?



At 07:51 PM 11/15/2005, you wrote:

I've now ported this from my Beta release to the new core release
V1.1.0zf of Mani Admin Plugin.

Regards

Mani

www.mani-admin-plugin.com


--

Message: 1
Date: Mon, 14 Nov 2005 18:39:03 -0500
To: hlcoders@list.valvesoftware.com
From: Ray <[EMAIL PROTECTED]>
Subject: Re: [hlcoders] Trapping Sprays
Reply-To: hlcoders@list.valvesoftware.com

Actually,  what I would like to do is figure out a way to add it to
Beetlesmod. I have looked at Nemods code and Its beyond my
understanding (im a newb programmer for MSVisual  and Im using VS
6..so It doesnt compile)

All Im looking for is a way to trap it and get location info and do
the same type thing...get all the players that sprayed within a
small radius.










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RE: [hlcoders] Compiling on GCC4, threads.cpp with pthread implementation?

2005-11-15 Thread Alfred Reynolds
What pleas? We are working on an update to get the code base to compile under 
VS.NET 2005, this should help with GCC 4.x also.

- Alfred

Ondrej Hošek wrote:
> It went along the lines of "make it compile", "copy server_i486.so
> over
> to the server" and "./srcds_run". Purely trial-and-error. Seems like
> the
> ABI differences are minimal, if any. (I hope it'll stay that way for
> the
> next few versions.)
>
> If Valve decides to move to GCC 4, I'm ready to trade a .diff file
> for a "thank you" (and maybe the right to brag about having been
> helpful ;-)).
> As I said, I just need to try compiling with Microsoft's C++ compiler
> first, since it's not my objective to destroy things for one group
> just
> to make them work for the other. (At least not in this case.)
>
> Any chances of my two pleas having been heard by the "higher powers"?
>
> Have a nice day,
> ~~ Ondra Hosek
>
> Alfred Reynolds wrote:
>> The C++ ABI differs in GCC 4.x from GCC 3.x, last time I tried it
>> was not possible to run a mod compiled with 4.x (as C++ interfaces
>> are passed from it to our GCC 3.x compiled binaries). How did you
>> solve that?
>>
>> - Alfred
>>
>> Ondrej Hošek wrote:
>>
>>> Greetings to fellow list members,
>>>
>>> Recently, I have managed to coerce the code released with the
>>> Half-Life 2 SDK to compile on Linux with GCC 4.0.2 without
>>> -fpermissive and with -Wall -Werror (both "mod" and "plugin"
>>> targets). I will release this modified code later on after
>>> incorporating the changes of the upcoming SDK beta and ensuring
>>> that the code still compiles with Microsoft's C++ compiler.
>>>
>
> ___
> To unsubscribe, edit your list preferences, or view the list
> archives, please visit:
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Re: [hlcoders] Compiling on GCC4, threads.cpp with pthread implementation?

2005-11-15 Thread Ondřej Hošek

It went along the lines of "make it compile", "copy server_i486.so over
to the server" and "./srcds_run". Purely trial-and-error. Seems like the
ABI differences are minimal, if any. (I hope it'll stay that way for the
next few versions.)

If Valve decides to move to GCC 4, I'm ready to trade a .diff file for a
"thank you" (and maybe the right to brag about having been helpful ;-)).
As I said, I just need to try compiling with Microsoft's C++ compiler
first, since it's not my objective to destroy things for one group just
to make them work for the other. (At least not in this case.)

Any chances of my two pleas having been heard by the "higher powers"?

Have a nice day,
~~ Ondra Hosek

Alfred Reynolds wrote:

The C++ ABI differs in GCC 4.x from GCC 3.x, last time I tried it was not 
possible to run a mod compiled with 4.x (as C++ interfaces are passed from it 
to our GCC 3.x compiled binaries). How did you solve that?

- Alfred

Ondrej Hošek wrote:


Greetings to fellow list members,

Recently, I have managed to coerce the code released with the
Half-Life 2 SDK to compile on Linux with GCC 4.0.2 without
-fpermissive and with -Wall -Werror (both "mod" and "plugin"
targets). I will release this
modified code later on after incorporating the changes of the upcoming
SDK beta and ensuring that the code still compiles with Microsoft's
C++
compiler.



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RE: [hlcoders] Re: Trapping Sprays (Ray)

2005-11-15 Thread Alfred Reynolds
It sounds like there is already a solution and sample code.

- Alfred

Ray wrote:
> Come on Alfred,
> Could you answer this request please?
>
>
>
> At 07:51 PM 11/15/2005, you wrote:
>> I've now ported this from my Beta release to the new core release
>> V1.1.0zf of Mani Admin Plugin.
>>
>> Regards
>>
>> Mani
>>
>> www.mani-admin-plugin.com
>>
>>> --
>>>
>>> Message: 1
>>> Date: Mon, 14 Nov 2005 18:39:03 -0500
>>> To: hlcoders@list.valvesoftware.com
>>> From: Ray <[EMAIL PROTECTED]>
>>> Subject: Re: [hlcoders] Trapping Sprays
>>> Reply-To: hlcoders@list.valvesoftware.com
>>>
>>> Actually,  what I would like to do is figure out a way to add it to
>>> Beetlesmod. I have looked at Nemods code and Its beyond my
>>> understanding (im a newb programmer for MSVisual  and Im using VS
>>> 6..so It doesnt compile)
>>>
>>> All Im looking for is a way to trap it and get location info and do
>>> the same type thing...get all the players that sprayed within a
>>> small radius.
>>>
>>>
>>>
>>>
>>>
>>>
>>
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list
>> archives, please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>
>
>
> ___
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> archives, please visit:
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Re: [hlcoders] Re: Trapping Sprays (Ray)

2005-11-15 Thread Ray

Come on Alfred,
Could you answer this request please?



At 07:51 PM 11/15/2005, you wrote:

I've now ported this from my Beta release to the new core release
V1.1.0zf of Mani Admin Plugin.

Regards

Mani

www.mani-admin-plugin.com


--

Message: 1
Date: Mon, 14 Nov 2005 18:39:03 -0500
To: hlcoders@list.valvesoftware.com
From: Ray <[EMAIL PROTECTED]>
Subject: Re: [hlcoders] Trapping Sprays
Reply-To: hlcoders@list.valvesoftware.com

Actually,  what I would like to do is figure out a way to add it to
Beetlesmod.
I have looked at Nemods code and Its beyond my understanding (im a newb
programmer for MSVisual  and Im using VS 6..so It doesnt compile)

All Im looking for is a way to trap it and get location info and do the
same type thing...get all the players that sprayed within a small radius.










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Re: [hlcoders] Compiling on GCC4, threads.cpp with pthread implementation?

2005-11-15 Thread Marcelo Bezerra
Source SDK requires gcc-3.4, so we should be safe with gcc-4.0.
The main problem is that gcc-4.0 complais about a lot of stuff in the
sdk that 3.4 does not :)

I would really like to experiment recompiling my stuff with gcc 4.0 and
see if the code it generates is faster.

On Wed, 2005-11-16 at 09:49 +1000, Jeff Fearn wrote:
> On 11/16/05, Marcelo Bezerra <[EMAIL PROTECTED]> wrote:
> > On Tue, 2005-11-15 at 13:51 -0800, Alfred Reynolds wrote:
> > > C++ interfaces are passed from it to our GCC 3.x compiled binaries).
> > > How did you solve that?
> >
> > gcc-4.0 and gcc-3.4 share the same C++ ABI, so that should not be a
> > problem.
>
> There where ABI change between gcc 3.1 and 3.3 and then between 3.3
> and gcc 3.4; so if the tools Valve are using are pre 3.4 then it will
> be different.
>
> Note that it may be possible to get objects using different ABI's to
> link, however it is not possible to determine if there will be any
> strange run time behaviour without extensive testing. Is that crash
> due to a bug in the SDK or a run time ABI clash? Welcome to ABI hell
> ;)
>
> Valve dudes, which 3.x version of gcc are you using? The x being
> pretty important give the (expletive words) practice of changing the
> ABI in minor versions :/
>
> --
> Jeff Fearn
>
> "Postmodernism: Once more without feeling." -- Geoffrey Nunberg
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
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RE: [hlcoders] Compiling on GCC4, threads.cpp with pthread implementation?

2005-11-15 Thread Alfred Reynolds
The Source engine and Steam client are compiled with 3.4.1 currently.

- Alfred

Jeff Fearn wrote:
> On 11/16/05, Marcelo Bezerra <[EMAIL PROTECTED]> wrote:
>> On Tue, 2005-11-15 at 13:51 -0800, Alfred Reynolds wrote:
>>> C++ interfaces are passed from it to our GCC 3.x compiled binaries).
>>> How did you solve that?
>>
>> gcc-4.0 and gcc-3.4 share the same C++ ABI, so that should not be a
>> problem.
>
> There where ABI change between gcc 3.1 and 3.3 and then between 3.3
> and gcc 3.4; so if the tools Valve are using are pre 3.4 then it will
> be different.
>
> Note that it may be possible to get objects using different ABI's to
> link, however it is not possible to determine if there will be any
> strange run time behaviour without extensive testing. Is that crash
> due to a bug in the SDK or a run time ABI clash? Welcome to ABI hell
> ;)
>
> Valve dudes, which 3.x version of gcc are you using? The x being
> pretty important give the (expletive words) practice of changing the
> ABI in minor versions :/
>
> --
> Jeff Fearn
>
> "Postmodernism: Once more without feeling." -- Geoffrey Nunberg
>
> ___
> To unsubscribe, edit your list preferences, or view the list
> archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders

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[hlcoders] Re: Trapping Sprays (Ray)

2005-11-15 Thread Giles Millward

I've now ported this from my Beta release to the new core release
V1.1.0zf of Mani Admin Plugin.

Regards

Mani

www.mani-admin-plugin.com


--

Message: 1
Date: Mon, 14 Nov 2005 18:39:03 -0500
To: hlcoders@list.valvesoftware.com
From: Ray <[EMAIL PROTECTED]>
Subject: Re: [hlcoders] Trapping Sprays
Reply-To: hlcoders@list.valvesoftware.com

Actually,  what I would like to do is figure out a way to add it to Beetlesmod.
I have looked at Nemods code and Its beyond my understanding (im a newb
programmer for MSVisual  and Im using VS 6..so It doesnt compile)

All Im looking for is a way to trap it and get location info and do the
same type thing...get all the players that sprayed within a small radius.











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Re: [hlcoders] Re: Trapping Sprays

2005-11-15 Thread Teddy
Cheers, nice one Mani!

On 11/15/05, Giles Millward <[EMAIL PROTECTED]> wrote:
> Spray Tag Tracking was released in my V1.2 Beta D version yesterday, I might
> port it back to the V1.1.0x series as it's pretty much standalone code and
> very useful.
>
> Regards
>
> Mani.
>
> www.mani-admin-plugin.com
>
> > > Valve,
> > > Could you open up a mechinism, an event or something
> > > that we could use in Plugins to see who uses there spray and where..
> > > We run family oriented Servers..and people going around spraying only
> on
> > > top or animated porn gets a bit frustrating, when we cant catch the
> person
> > > doing it.
> > > Can it be trapped in either a client command or have it fire a game
> event?
> > > Thanks
> > > Ray
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > >
> > >
> >
>
>
> 
> Message sent using UebiMiau 2.7.2
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>

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Re: [hlcoders] Compiling on GCC4, threads.cpp with pthread implementation?

2005-11-15 Thread Jeff Fearn
On 11/16/05, Marcelo Bezerra <[EMAIL PROTECTED]> wrote:
> On Tue, 2005-11-15 at 13:51 -0800, Alfred Reynolds wrote:
> > C++ interfaces are passed from it to our GCC 3.x compiled binaries).
> > How did you solve that?
>
> gcc-4.0 and gcc-3.4 share the same C++ ABI, so that should not be a
> problem.

There where ABI change between gcc 3.1 and 3.3 and then between 3.3
and gcc 3.4; so if the tools Valve are using are pre 3.4 then it will
be different.

Note that it may be possible to get objects using different ABI's to
link, however it is not possible to determine if there will be any
strange run time behaviour without extensive testing. Is that crash
due to a bug in the SDK or a run time ABI clash? Welcome to ABI hell
;)

Valve dudes, which 3.x version of gcc are you using? The x being
pretty important give the (expletive words) practice of changing the
ABI in minor versions :/

--
Jeff Fearn

"Postmodernism: Once more without feeling." -- Geoffrey Nunberg

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RE: [hlcoders] Compiling on GCC4, threads.cpp with pthread implementation?

2005-11-15 Thread Marcelo Bezerra
On Tue, 2005-11-15 at 13:51 -0800, Alfred Reynolds wrote:
> C++ interfaces are passed from it to our GCC 3.x compiled binaries).
> How did you solve that?

gcc-4.0 and gcc-3.4 share the same C++ ABI, so that should not be a
problem.


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RE: [hlcoders] Compiling on GCC4, threads.cpp with pthread implementation?

2005-11-15 Thread Alfred Reynolds
The C++ ABI differs in GCC 4.x from GCC 3.x, last time I tried it was not 
possible to run a mod compiled with 4.x (as C++ interfaces are passed from it 
to our GCC 3.x compiled binaries). How did you solve that?

- Alfred

Ondrej Hošek wrote:
> Greetings to fellow list members,
>
> Recently, I have managed to coerce the code released with the
> Half-Life 2 SDK to compile on Linux with GCC 4.0.2 without
> -fpermissive and with -Wall -Werror (both "mod" and "plugin"
> targets). I will release this
> modified code later on after incorporating the changes of the upcoming
> SDK beta and ensuring that the code still compiles with Microsoft's
> C++
> compiler.
>
> Apart from this news, I have two questions best classified as wishes.
>
> Firstly, are there any hopes of the SDK source code being accessible
> via
> the Linux Steam client too sometime, maybe as a "game" restricted to
> HL2
> buyers? I deduced from the readme file that this should be now
> possible
> if a username and password is supplied.
>
> Secondly, I have been trying to port VBSP to Linux. Unfortunately,
> there
> is one stone of the puzzle of actually being able to compile and link
> it, and that's utils/common/threads.cpp. Currently, it seems that only
> the Win32 threading system is included in the file, and since I expect
> e.g. the Linux dedicated server supporting multiple threads and,
> consequentially, Valve having a file with the pthread bindings
> somewhere, I would like to politely ask the Valve employees who
> monitor
> this list if they could include it in the upcoming SDK beta.
>
> Thank you,
> ~~ Ondra Hosek (VDC's RavuAlHemio)
>
> ___
> To unsubscribe, edit your list preferences, or view the list
> archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders

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[hlcoders] Compiling on GCC4, threads.cpp with pthread implementation?

2005-11-15 Thread Ondřej Hošek

Greetings to fellow list members,

Recently, I have managed to coerce the code released with the Half-Life
2 SDK to compile on Linux with GCC 4.0.2 without -fpermissive and with
-Wall -Werror (both "mod" and "plugin" targets). I will release this
modified code later on after incorporating the changes of the upcoming
SDK beta and ensuring that the code still compiles with Microsoft's C++
compiler.

Apart from this news, I have two questions best classified as wishes.

Firstly, are there any hopes of the SDK source code being accessible via
the Linux Steam client too sometime, maybe as a "game" restricted to HL2
buyers? I deduced from the readme file that this should be now possible
if a username and password is supplied.

Secondly, I have been trying to port VBSP to Linux. Unfortunately, there
is one stone of the puzzle of actually being able to compile and link
it, and that's utils/common/threads.cpp. Currently, it seems that only
the Win32 threading system is included in the file, and since I expect
e.g. the Linux dedicated server supporting multiple threads and,
consequentially, Valve having a file with the pthread bindings
somewhere, I would like to politely ask the Valve employees who monitor
this list if they could include it in the upcoming SDK beta.

Thank you,
~~ Ondra Hosek (VDC's RavuAlHemio)

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[hlcoders] Re: Trapping Sprays

2005-11-15 Thread Giles Millward
Spray Tag Tracking was released in my V1.2 Beta D version yesterday, I might
port it back to the V1.1.0x series as it's pretty much standalone code and
very useful.

Regards

Mani.

www.mani-admin-plugin.com

> > Valve,
> > Could you open up a mechinism, an event or something
> > that we could use in Plugins to see who uses there spray and where..
> > We run family oriented Servers..and people going around spraying only
on
> > top or animated porn gets a bit frustrating, when we cant catch the
person
> > doing it.
> > Can it be trapped in either a client command or have it fire a game
event?
> > Thanks
> > Ray
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
> >
>



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[hlcoders] Steam UI Skinning

2005-11-15 Thread Ryan Versaw
--
[ Picked text/plain from multipart/alternative ]
I don't know if this is the best place for it, but I have a couple of
questions regarding the Steam UI. I was wondering if there is a hardcoded
limit on what the minimum width of the mini games list can be. Is anyone
aware if there is, or if I can find it somewhere in one of the resource
files?

Also, is there any way to modify the "collapser" in the games list besides
changing the width of that column? It would be handy if the collapsers could
be inline with the headers, rather than in a separate column. This also has
to do with me trying to make the window small, while retaining features. I
attempted to give the games in the list a negative inset, so that they would
be directly below the collapser, but the the icons would be cut off.

I would also like to possibly make the text and/or the icons for the games a
little smaller, as well as reduce the space between the rows, though I have
been unsuccessful. I of course found the RowHeight for the larger gamelist,
but not for the small one.

If anyone is curious, here is what my current revision looks like, with the
smallest width I can manage to make it:
http://img127.imageshack.us/my.php?image=cowminiskin5ba.jpg

Thanks,
Ryan Versaw
--

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