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

2007-02-10 Thread Adam \"amckern\" Mckern
Email [EMAIL PROTECTED] - or see if you can find his
email address @ http://hl2ctf.com he fixed the drown
sound bug, and this might be related.

Adam


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

> --
> [ 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
> > >
> > >
> > >
> >
> >
>
>
> > >Expecting? Get great news right away with email
> Auto-Check.
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> >
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> > >
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> view the list archives,
> > please visit:
> >
>
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> >
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> > please visit:
> >
>
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> >
> >
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Re: [hlcoders] FW: [hlds_apps] Half-Life 1/2 master servers

2007-02-10 Thread Georg Schmid
--
[ Picked text/plain from multipart/alternative ]
Talking about external applications, is there anywhere information on that
subject?
I've always been wondering how to contact the master server and get game
details - same would apply to certain other servers, as like HLSW can
connect and send commands.
Is there any documentation for the communication on the rcon port?

On 2/10/07, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
>
> 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:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>
> >>>
> >> --
> >>
> >> ___
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> >> archives, please visit:
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> >
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Re: [hlcoders] FW: [hlds_apps] Half-Life 1/2 master servers

2007-02-10 Thread Adam \"amckern\" Mckern
Servertiger can do that, as well as those signture
stat sites

I just hope that the guys who did the backends for
these sites are still around.

Adam

--- Georg Schmid <[EMAIL PROTECTED]> wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> Talking about external applications, is there
> anywhere information on that
> subject?
> I've always been wondering how to contact the master
> server and get game
> details - same would apply to certain other servers,
> as like HLSW can
> connect and send commands.
> Is there any documentation for the communication on
> the rcon port?
>
> On 2/10/07, Alfred Reynolds
> <[EMAIL PROTECTED]> wrote:
> >
> > 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
> > >>>
> > >>>
> ___
> > >>> 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
> > >
> > > ___
> > > 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
> >
> >
> --
>
> ___
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> the list archives, please visit:
>
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>



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[hlcoders] connect to web/database

2007-02-10 Thread Niclas
--
[ Picked text/plain from multipart/alternative ]
How do I "open" a webpage from the serverside in the HL2mp sdk?
So that I can send information to a php script.

Or if I can connect to a MySQL server directly from the serverside.
(tutorials would be appreciated)



Niclas
--

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RE: [hlcoders] connect to web/database

2007-02-10 Thread Ben Everett
There is no way built into the SDK to connect to a server... however you
could do it via sockets. Another option is to use the MySQL++ API to connect
to the server directly.

http://www.devarticles.com/c/a/Cplusplus/Building-a-Store-Application-With-M
ySQL-and-C/

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Niclas
Sent: Saturday, February 10, 2007 1:31 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] connect to web/database

--
[ Picked text/plain from multipart/alternative ]
How do I "open" a webpage from the serverside in the HL2mp sdk?
So that I can send information to a php script.

Or if I can connect to a MySQL server directly from the serverside.
(tutorials would be appreciated)



Niclas
--

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

2007-02-10 Thread Paul Peloski
--
[ Picked text/plain from multipart/alternative ]
1) I made a post on here a while ago about predicting triggers (basically
using the spatial partition to find triggers in the players AABB on the
client side, then calling the touch function if they are inside the players
AABB - what SolidMoved does on the server), I think that would be the first
step. If you can't find the post on predicting triggers or would like the
code, please let me know and I will send it to you off list. Once you have
predicted the triggers I would quickly rewrite entities like func_movelinear
to move independently on the client and server (network down their BSP
keyvalue parameters but exclude movement from the network data). Maybe
there's a better way to fix this in the interpolation system but I spent a
long while trying to no avail.

2) Here is how I fixed the RPG (fixed same way in any other entity with
looping sounds)

void CMissile::UpdateOnRemove()
{
StopSound( "Missile.Ignite" );
StopSound( "Missile.Accelerate" );

BaseClass::UpdateOnRemove();
}

Regards,

Paul

On 2/10/07, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
>
> Email [EMAIL PROTECTED] - or see if you can find his
> email address @ http://hl2ctf.com he fixed the drown
> sound bug, and this might be related.
>
> Adam
>
>
> --- Jeremy <[EMAIL PROTECTED]> wrote:
>
> > --
> > [ 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
> > > >
> > > >
> > > >
> > >
> > >
> >
>
> >
> > > >Expecting? Get great news right away with email
> > Auto-Check.
> > > >Try the Yahoo! Mail Beta.
> > >
> >
> >http://advision.webevents.yahoo.com/mailbeta/newmail_tools.html
> > > >
> > > >___
> > > >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
> > >
> > >
> > --
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> > the list archives, please visit:
> >
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> >
> >
>
>
> 
> Nigredo Studios http://www.nigredostudios.com
>
>
>
>
> 
> Cheap talk?
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Re: [hlcoders] connect to web/database

2007-02-10 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
We have server and client mysql connections in our mod (using mysql++ API).
If you get stuck when implementing, let me know which aspect of
implementation you need help.

Once you have all the includes worked out, here's code to connect to the
database:

MYSQL mysql;
mysql_init(&mysql);
mysql_real_connect(&mysql,host,username,password,database,0,NULL,0)


Here's code to perform a query and store results:

MYSQL_RES *results;
mysql_query(&mysql, query);
results = mysql_store_result(&mysql);

Oliver


On 2/10/07, Ben Everett <[EMAIL PROTECTED]> wrote:
>
> There is no way built into the SDK to connect to a server... however you
> could do it via sockets. Another option is to use the MySQL++ API to
> connect
> to the server directly.
>
>
> http://www.devarticles.com/c/a/Cplusplus/Building-a-Store-Application-With-M
> ySQL-and-C/
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Niclas
> Sent: Saturday, February 10, 2007 1:31 PM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] connect to web/database
>
> --
> [ Picked text/plain from multipart/alternative ]
> How do I "open" a webpage from the serverside in the HL2mp sdk?
> So that I can send information to a php script.
>
> Or if I can connect to a MySQL server directly from the serverside.
> (tutorials would be appreciated)
>
>
>
> Niclas
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
> __ NOD32 2050 (20070210) Information __
>
> This message was checked by NOD32 antivirus system.
> http://www.eset.com
>
>
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RE: [hlcoders] Steam offline mode?

2007-02-10 Thread Mulchman
That's what I thought you needed to do as well (or unplug your nic/power
down wireless instead of disabling).

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Skillet
Sent: Tuesday, February 06, 2007 17:02
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Steam offline mode?

--
[ Picked text/plain from multipart/alternative ]
I remember having to actually disable my "network connection" in Windows for
Steam to go to offline mode.  I haven't tried it in a while though.

On 2/6/07, Rodrigo 'r2d2rigo' Diaz <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> AFAIK, before the new version, if you opened Steam without being connected
> to Internet, a dialog gave you the options to retry or log under offline
> mode. Looks like this option isn't available anymore. It's a shame,
> because
> it came very handy when you took your laptop to a place without any ways
> of
> accessing Internet.
> --
>
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