Re: [hlcoders] Couple Bugs, can anyone help?

2007-02-09 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
Oh nice. Anyone have an idea how to fix it?

On 2/9/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]>
wrote:
>
> That sound issue exists in HL2:DM with the RPG.  Occasionally missiles
> leave a sound spot behind for the remainder of the map.
>
> At 2007/02/08 04:30 PM, Adam \"amckern\" Mckern wrote:
> >I would be hacky and add a stopsound xxx to the area
> >of code that the body is removed from the world.
> >
> >Adan
> >
> >
> >--- Jeremy <[EMAIL PROTECTED]> wrote:
> >
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >> We've got a couple issues that have been somewhat of
> >> a pain to track down,
> >> was hoping others could maybe help out or at the
> >> least steer us in the right
> >> direction.
> >>
> >> 1) Door/elevator prediction is pretty bad. Anyone
> >> managed to smooth out or
> >> fix the prediction issues in door like entities? For
> >> example, when running
> >> on a server doors seem to propagate really badly.
> >> Twitching, interpolating
> >> too far, not opening enough, etc. Apparently it's
> >> even worse with a tickrate
> >> of 100.
> >>
> >> 2) Leftover sounds. We have a flamethrower that
> >> leaves flame effects on
> >> bodies and stuff, but sometimes even after the body
> >> is removed from the game
> >> the flame sound remains where the corpse was. How do
> >> you debug these sorts
> >> of issues?
> >>
> >> Any help is appreciated.
> >>
> >> J
> >> --
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view
> >> the list archives, please visit:
> >>
> >http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >
> >
> >
> >Nigredo Studios http://www.nigredostudios.com
> >
> >
> >
>
> >
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RE: [hlcoders] FW: [hlds_apps] Half-Life 1/2 master servers

2007-02-09 Thread Alfred Reynolds
Mods are unaffected by this change, as Mr Bloody says it is only for
external applications that run outside of our Mod environment.

- Alfred

[EMAIL PROTECTED] wrote:
> My guess is that he wasn't talking about mods.  He was talking about
> like a PHP page or whatever that queries the master server and shows
> a list of game servers.
>
> At 2007/02/09 03:12 PM, Greg Scott wrote:
>> --
>> [ Picked text/plain from multipart/alternative ]
>> Question on as this applying to Mods:: Does steam take care of the
>> master
>> server tracking for mods from the steam browser, or is there a code
>> section
>> that will need to be changed? did a quick serch through code for the
>> old IP
>> and came up with nothing, but better to make sure than run into
>> unexpected
>> errors.
>>
>> On 2/9/07, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
>>>
>>>
>>> Alfred Reynolds wrote:
 We are doing some network re-arrangements and the external master
 servers for Half-Life 1 and Half-Life 2 games are moving to a new
 location. You should now use:

 Half-Life 1 games (CS 1.6, HLDM, DoD, etc):
 hl1master.steampowered.com:27010

 Half-Life 2 games (CS:S, DoD:S, HL2DM, etc) and 3rd party games
 (The Ship, Dark Messiah): hl2master.steampowered.com:27011

 We expect to move the location of the master servers on a more
 regular basis going forward so it is important that you update any
 software requesting details from these servers to uses these DNS
 entries to track the correct endpoints to use (and have them check
 that the entry has not changed on a daily basis).

 The existing server on 207.173.177.11 will cease answering
 requests at the end of this month.

 - Alfred


 ___
 hlds_apps mailing list
 hlds_apps@list.valvesoftware.com
 http://list.valvesoftware.com/mailman/listinfo/hlds_apps
>>>
>>> ___
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>>> archives, please visit:
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>>>
>>>
>> --
>>
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RE: [hlcoders] VAC keeps booting me from my own listen server! :(

2007-02-09 Thread bloodykenny
I've never launched my client from anything other than steam.  I've never 
launched my server from anything other than srcds.exe.

Therefore I don't think the below response was in any way relevant to the VAC 
bugs that appeared a week ago for me and all of my mod's players.

Perhaps there were multiple unlrelated VAC bugs around the same time?

At 2007/02/05 01:30 PM, Mike Durand wrote:
>Hi All-
>
>I have some additional details on this issue. Here is an excerpt of an
>e-mail I got from one of our engineers:
>
>"VAC enforement for Source Mods has become a bit more strict last week
>(week of 1/22). Mod teams get a "Disconnect: Response timed out" if they
>connect to their game without using Steam (eg starting hl2.exe right
>from dev studio, even with "-steam" ). Also if they attach a debugger
>they get kicked. If they don't want to start the client through Steam,
>they can still run their test server with "sv_lan 1", which doesn't
>enforce VAC."
>
>I hope that this helps explain what's been going on with mods and VAC.
>
>-Mike
>
>-Original Message-
>From: [EMAIL PROTECTED]
>[mailto:[EMAIL PROTECTED] On Behalf Of Teddy
>Sent: Tuesday, January 30, 2007 8:31 PM
>To: hlcoders@list.valvesoftware.com
>Subject: Re: [hlcoders] VAC keeps booting me from my own listen server!
>:(
>
>We had the VAC problem a few weeks ago (where we had to run our servers
>with -insecure), but it's since resolved itself. We've never had any
>problems with the latest SDK causing the server to crash or shutdown.
>
>-Teddy
>
>On 1/31/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>> Unfortunately I can confirm this. I ported from the 8/4 code from last
>
>> year to the most recent version this weekend, and ever since whenever
>> I load a map with sv_lan 0, the engine.dll calls LevelShutdown()
>> almost immediately. sv_lan 1 allows playing. I really hope for an
>> answer/fix soon, since this is about the 6th time we can't continue
>> developing/playtesting due to external causes.
>>
>> best regards,
>>
>> -- Maarten
>>
>>
>> ___
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>please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>
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Re: [hlcoders] Couple Bugs, can anyone help?

2007-02-09 Thread bloodykenny
That sound issue exists in HL2:DM with the RPG.  Occasionally missiles leave a 
sound spot behind for the remainder of the map.

At 2007/02/08 04:30 PM, Adam \"amckern\" Mckern wrote:
>I would be hacky and add a stopsound xxx to the area
>of code that the body is removed from the world.
>
>Adan
>
>
>--- Jeremy <[EMAIL PROTECTED]> wrote:
>
>> --
>> [ Picked text/plain from multipart/alternative ]
>> We've got a couple issues that have been somewhat of
>> a pain to track down,
>> was hoping others could maybe help out or at the
>> least steer us in the right
>> direction.
>>
>> 1) Door/elevator prediction is pretty bad. Anyone
>> managed to smooth out or
>> fix the prediction issues in door like entities? For
>> example, when running
>> on a server doors seem to propagate really badly.
>> Twitching, interpolating
>> too far, not opening enough, etc. Apparently it's
>> even worse with a tickrate
>> of 100.
>>
>> 2) Leftover sounds. We have a flamethrower that
>> leaves flame effects on
>> bodies and stuff, but sometimes even after the body
>> is removed from the game
>> the flame sound remains where the corpse was. How do
>> you debug these sorts
>> of issues?
>>
>> Any help is appreciated.
>>
>> J
>> --
>>
>> ___
>> To unsubscribe, edit your list preferences, or view
>> the list archives, please visit:
>>
>http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>
>
>
>Nigredo Studios http://www.nigredostudios.com
>
>
>
>
>Expecting? Get great news right away with email Auto-Check.
>Try the Yahoo! Mail Beta.
>http://advision.webevents.yahoo.com/mailbeta/newmail_tools.html
>
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>visit:
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Re: [hlcoders] FW: [hlds_apps] Half-Life 1/2 master servers

2007-02-09 Thread bloodykenny
My guess is that he wasn't talking about mods.  He was talking about like a PHP 
page or whatever that queries the master server and shows a list of game 
servers.

At 2007/02/09 03:12 PM, Greg Scott wrote:
>--
>[ Picked text/plain from multipart/alternative ]
>Question on as this applying to Mods:: Does steam take care of the master
>server tracking for mods from the steam browser, or is there a code section
>that will need to be changed? did a quick serch through code for the old IP
>and came up with nothing, but better to make sure than run into unexpected
>errors.
>
>On 2/9/07, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
>>
>>
>> Alfred Reynolds wrote:
>> > We are doing some network re-arrangements and the external master
>> > servers for Half-Life 1 and Half-Life 2 games are moving to a new
>> > location. You should now use:
>> >
>> > Half-Life 1 games (CS 1.6, HLDM, DoD, etc):
>> > hl1master.steampowered.com:27010
>> >
>> > Half-Life 2 games (CS:S, DoD:S, HL2DM, etc) and 3rd party games (The
>> > Ship, Dark Messiah):
>> > hl2master.steampowered.com:27011
>> >
>> > We expect to move the location of the master servers on a more regular
>> > basis going forward so it is important that you update any software
>> > requesting details from these servers to uses these DNS entries to
>> > track the correct endpoints to use (and have them check that the
>> > entry has not changed on a daily basis).
>> >
>> > The existing server on 207.173.177.11 will cease answering requests at
>> > the end of this month.
>> >
>> > - Alfred
>> >
>> >
>> > ___
>> > hlds_apps mailing list
>> > hlds_apps@list.valvesoftware.com
>> > http://list.valvesoftware.com/mailman/listinfo/hlds_apps
>>
>> ___
>> 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] Re: Open Source Mods (again)

2007-02-09 Thread bloodykenny
If there was supposed to be an attachment, it didn't make it.  If there wasn't 
supposed to be an attachment then ... huh? :)

At 2007/02/06 11:13 AM, Mike Durand wrote:
>Whoops! Actually I meant 1.07.00. It was the version that existed before
>I 8/4/2006 release, just in case anyone was interested in that much SDK
>history.
>
>Here's the historical release notes so that you can see what was in that
>release of the SDK.
>
>-Mike
>
>-Original Message-
>From: [EMAIL PROTECTED]
>[mailto:[EMAIL PROTECTED] On Behalf Of Nick
>Sent: Monday, February 05, 2007 7:08 PM
>To: hlcoders@list.valvesoftware.com
>Subject: Re: [hlcoders] Re: Open Source Mods (again)
>
>Great idea! This should help all coders a great deal. Small question,
>version 1.06, I searched throughout the VDC and I could not find when
>1.06 was released.
>
>This is the closest thing I could find.
>
>http://developer.valvesoftware.com/wiki/SDK_Code_Updates
>
>Which exactly is version 1.06?
>
>On 2/5/07, Mike Durand <[EMAIL PROTECTED]> wrote:
>> Hi All-
>>
>> I'm pleased to announce that Valve is going to set up a Subversion
>> server that contains snapshots of the SDK source code going back to
>> the
>> 1.06 version of the Source SDK. Steam will continue to distribute the
>> SDK as it has in the past - only the latest versions of the code and
>> tools will be available via Steam. And Steam will remain the only way
>> that Hammer, Faceposer, etc. are distributed.
>>
>> This should provide you with the baselines you need to come up with a
>> sane system for exchanging diffs of our SDK code, which will hopefully
>
>> make your lives easier.
>>
>> I hope to have the repository up and going by March 1st. I will let
>> you know the details as they become available.
>>
>> -Mike Durand
>>  Valve
>>
>> ___
>> 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] FW: [hlds_apps] Half-Life 1/2 master servers

2007-02-09 Thread Greg Scott
--
[ Picked text/plain from multipart/alternative ]
Question on as this applying to Mods:: Does steam take care of the master
server tracking for mods from the steam browser, or is there a code section
that will need to be changed? did a quick serch through code for the old IP
and came up with nothing, but better to make sure than run into unexpected
errors.

On 2/9/07, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
>
>
> Alfred Reynolds wrote:
> > We are doing some network re-arrangements and the external master
> > servers for Half-Life 1 and Half-Life 2 games are moving to a new
> > location. You should now use:
> >
> > Half-Life 1 games (CS 1.6, HLDM, DoD, etc):
> > hl1master.steampowered.com:27010
> >
> > Half-Life 2 games (CS:S, DoD:S, HL2DM, etc) and 3rd party games (The
> > Ship, Dark Messiah):
> > hl2master.steampowered.com:27011
> >
> > We expect to move the location of the master servers on a more regular
> > basis going forward so it is important that you update any software
> > requesting details from these servers to uses these DNS entries to
> > track the correct endpoints to use (and have them check that the
> > entry has not changed on a daily basis).
> >
> > The existing server on 207.173.177.11 will cease answering requests at
> > the end of this month.
> >
> > - Alfred
> >
> >
> > ___
> > hlds_apps mailing list
> > hlds_apps@list.valvesoftware.com
> > http://list.valvesoftware.com/mailman/listinfo/hlds_apps
>
> ___
> 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] FW: [hlds_apps] Half-Life 1/2 master servers

2007-02-09 Thread Alfred Reynolds

Alfred Reynolds wrote:
> We are doing some network re-arrangements and the external master
> servers for Half-Life 1 and Half-Life 2 games are moving to a new
> location. You should now use:
>
> Half-Life 1 games (CS 1.6, HLDM, DoD, etc):
> hl1master.steampowered.com:27010
>
> Half-Life 2 games (CS:S, DoD:S, HL2DM, etc) and 3rd party games (The
> Ship, Dark Messiah):
> hl2master.steampowered.com:27011
>
> We expect to move the location of the master servers on a more regular
> basis going forward so it is important that you update any software
> requesting details from these servers to uses these DNS entries to
> track the correct endpoints to use (and have them check that the
> entry has not changed on a daily basis).
>
> The existing server on 207.173.177.11 will cease answering requests at
> the end of this month.
>
> - Alfred
>
>
> ___
> hlds_apps mailing list
> hlds_apps@list.valvesoftware.com
> http://list.valvesoftware.com/mailman/listinfo/hlds_apps

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RE: [hlcoders] Remove stacking on area damage

2007-02-09 Thread Spencer 'voogru' MacDonald
Or make a bitwise operator or Boolean value on the player for that effect,
which would be thousands of times faster than scrolling through a linked
list every time the entity thinks.

- voogru.

-Original Message-
From: Minh [mailto:[EMAIL PROTECTED]
Sent: Thursday, February 08, 2007 4:59 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Remove stacking on area damage

>From reading your post, I understand that you do not want a player to be
affected by more than 1 instance of that area-effect weapon. What I would do
to solve this problem is to have a global link list of CBasePlayers.. As
soon as the weapon starts to damage a player, you add that player to the
global link list of CBasePlayers.  If another instance of that same weapon
tries to do damage to that player, you do a check to see if that player is
already in the global link list of CBasePlayers. If he is already in there,
then abort, or else, go ahead and take the damage and add him to the link
list. There is a really useful class in the Source SDK called CUtlVector. It
is basically a link list where you can add and delete and sort elements of
any type. It's very useful. You can read more about it here
http://www.hl2coding.com/article.php?article=3


- Original Message -
From: "Niclas" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, February 08, 2007 1:10 PM
Subject: [hlcoders] Remove stacking on area damage


> --
> [ Picked text/plain from multipart/alternative ]
> I hope its ok that I send a link to the HL2 Coding forum.
> The forums is not very well visited as the mailing list :P
>
> http://www.hl2coding.com/forums/viewtopic.php?t=2116
>
>
>
> Niclas
> --
>
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