[hlcoders] Downloadables Bug? VALVE?

2007-02-18 Thread Ratman2000

Hello,

i have integrated in my CS:S Server Plugin an function to add Custom Sound
Files...
So i have added Sounds to this System and it works great but i have one
problem...

When i first time connect to the server, all content gets downloaded...
Then when i play the sounds by using:

MRecipientFilter Filter;

Filter.AddPlayer( i );
Filter.MakeReliable();

EngineSounds->EmitSound( Filter, PlayerIndex, CHAN_AUTO, SoundFile, 0.7,  0,
0, 100, &Origin );

The sound file dont get played...

When i then quit CS:S and start it again and connect to the same server, i
dont get download content and all sounds plays fine...

Who is the problem? Is it an Engine bug? Is there a workaround?

Please help!

With friendly reguards

Ratman2000


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Re: [hlcoders] Model Quality setting

2007-02-18 Thread Matt Stafford
--
[ Picked text/plain from multipart/alternative ]
Yeah, I figure it out about a day after I sent this email Its r_rootlod or
somethin, got it written down somewhere :)

On 2/19/07, Frost bite <[EMAIL PROTECTED]> wrote:
>
>
> Should be like
> R_Lods
> or something like that...
>
>
>
> >From: "Matt Stafford" <[EMAIL PROTECTED]>
> >Reply-To: hlcoders@list.valvesoftware.com
> >To: hlcoders@list.valvesoftware.com
> >Subject: [hlcoders] Model Quality setting
> >Date: Fri, 16 Feb 2007 15:36:29 +1100
> >MIME-Version: 1.0
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> >
> >--
> >[ Picked text/plain from multipart/alternative ]
> >Hey all,
> >In my neverending quest to re-code Valve's Options Menu from the ground
> up,
> >I'm in search of the ConVar that controls the Model Quality. I think I've
> >got almost all of the other ones, but theres still a few that I need.
> >If someone from Valve could get back to me with a list of the ConVars
> that
> >control all of the video settings, I'd greatly appreciate it (or anyone
> who
> >knows them, in fact)
> >
> >Thanks,
> >Matt
> >
> >--
> >Matt Stafford (Wraiyth)
> >http://wraiyth.freesuperhost.com
> >NightFall HL2 Mod - http://nightfall.nigredostudios.com
> >--
> >
> >___
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> >please visit:
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> >
>
> _
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>


--
Matt Stafford (Wraiyth)
http://wraiyth.freesuperhost.com
NightFall HL2 Mod - http://nightfall.nigredostudios.com
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RE: [hlcoders] Model Quality setting

2007-02-18 Thread Frost bite


Should be like
R_Lods
or something like that...




From: "Matt Stafford" <[EMAIL PROTECTED]>
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Model Quality setting
Date: Fri, 16 Feb 2007 15:36:29 +1100
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--
[ Picked text/plain from multipart/alternative ]
Hey all,
In my neverending quest to re-code Valve's Options Menu from the ground up,
I'm in search of the ConVar that controls the Model Quality. I think I've
got almost all of the other ones, but theres still a few that I need.
If someone from Valve could get back to me with a list of the ConVars that
control all of the video settings, I'd greatly appreciate it (or anyone who
knows them, in fact)

Thanks,
Matt

--
Matt Stafford (Wraiyth)
http://wraiyth.freesuperhost.com
NightFall HL2 Mod - http://nightfall.nigredostudios.com
--

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Re: [hlcoders] Link problem.

2007-02-18 Thread Adam \"amckern\" Mckern
Have you applied any changes to the property pages in
regards to optimisations?

I know that client has a major dislike of full
optimisation

Adam

--- "Jay C." <[EMAIL PROTECTED]> wrote:

> tier1.lib(bitbuf.obj) : warning LNK4078: multiple
> '.CRT' sections found with
> different attributes (40300040)
>
> I'm getting this error in the lib section of the
> linker.
>
> I'll start from the start.
>
> I have a strange problem with MSVC 2003 and 2005 for
> that matter.
> Intellisense seems to have farted, it can find
> definitions of local classes
> but anything in the SDK it chokes, yet it compiles
> fine.
> I thought it was maybe because I had last opened the
> SDK in 2005, so the ncb
> might be 2005 and my projects are all 2003 so i
> deleted all ncb's and opened
> then compiled them all in 2003 and it still didn't
> work.
> And yes, closed and opened each project when i
> deleted the ncb's
>
> So, I refreshed the SDK source content, the
> intellisense isn't fixed and I
> now get these unresolved externals:
>
>
-
>
> unresolved external symbol ___CxxFrameHandler3
>
> unresolved external symbol __ftol2_sse
>
> unresolved external symbol ___CxxFrameHandler3
> referenced in function
>
[EMAIL PROTECTED]@@QAE_NPAVIBaseFileSystem@@[EMAIL PROTECTED]
>
> unresolved external symbol __alloca_probe_16
> referenced in function
> "private: void __thiscall
> KeyValues::WriteConvertedString(class
> IBaseFileSystem *,void *,class CUtlBuffer *,char
> const *)"
>
([EMAIL PROTECTED]@@AAEXPAVIBaseFileSystem@@PAXPAVCUtlBuffer@@
> [EMAIL PROTECTED])
>
> unresolved external symbol __ftol2_sse referenced in
> function "char *
> __cdecl V_pretifymem(float,int,bool)"
> (?V_pretifymem@@[EMAIL PROTECTED])
> zombie_mm error LNK2019: unresolved external symbol
> __ftol2_sse referenced
> in function "private: void __thiscall
> KeyValues::RecursiveSaveToFile(class
> IBaseFileSystem *,void *,class CUtlBuffer *,int)"
>
([EMAIL PROTECTED]@@AAEXPAVIBaseFileSystem@@PAXPAVCUtlBuffer@@H
> @Z)
>
> unresolved external symbol __vswprintf referenced in
> function "int __cdecl
> swprintf(wchar_t *,wchar_t const *,...)"
> (?swprintf@@YAHPA_WPB_WZZ)
>
>
>
-
>
> So I added /verbose and saw the first error.
>
> Any hints?
>
> Thanks,
> Jason Croghan
>
>
> ___
> To unsubscribe, edit your list preferences, or view
> the list archives, please visit:
>
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>
>



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Re: [hlcoders] CSS plugin - weapon_hegrenade trail

2007-02-18 Thread Greg Scott
--
[ Picked text/plain from multipart/alternative ]
What duke said is correct, the Weapon_Grenade is removed, and something like
CBaseGrenade(Or a variant thereof) is spawned with the physics, timer,
owner, and team information.

On 2/18/07, LDuke <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> When you throw a grenade, the weapon is removed and a new entity is
> created.
> Something like CBaseCSGrenadeProjectile. I don't think this entity shows
> up
> in the edict list, so finding it might a little difficult from a plugin.
>
> Grant
> (L. Duke)
>
> On 2/17/07, David None <[EMAIL PROTECTED]> wrote:
> >
> > MRecipientFilter all_players;
> >
> >
> > all_players.AddAllPlayers(MAX_PLAYERS);
> >
> >
> > ...
> >
> >
> > int sprt = engine->PrecacheModel("sprites/lgtning.vmt", true);
> >
> >
> >
> >
> CBaseEntity*trailygrenade=_VFUNCS._GiveNamedItem(pEntity->GetUnknown()->GetBaseEntity(),"weapon_hegrenade",NULL);
> >
> >
> > ...
> >
> >
> >
> >
> tempents->BeamFollow(all_players,10,trailygrenade->entindex(),sprt,sprt,50,20,10,10,255,255,255,255);
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> > Ok, basically this gives me a grenade that is supposed to be a
> > "trail-y" grenade. It works fine at first. I get the grenade, and
> > everywhere I go, I leave a trail. When I throw the grenade, the trail
> > stops. The trail isn't stuck to my entindex (after I throw the grenade
> > it disappears), but apparently the grenade changes it's entindex, or
> > spawns another entity once I fire the "weapon_fire" event. I'm just
> > wondering if there's any way I can somehow catch the newly spawned
> > entity (or get any clarification as to how this system actually works)..
> >
> >
> >
> >
> > Obviously, I would like the trail to follow the grenade AFTER it's
> thrown
> > (kind of like in HL2). I'm pulling my hair out here. ;(
> >
> >
> >
> >
> >
> >
> >
> 
> > Have a burning question?
> > Go to www.Answers.yahoo.com and get answers from real people who know.
> >
> > ___
> > 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:
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>
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Re: [hlcoders] How to find the position of a func brush?

2007-02-18 Thread Teddy

Does WorldSpaceCenter() work on this? Since it uses the collision
bounds, and not the world positioning?

On 2/18/07, Minh <[EMAIL PROTECTED]> wrote:

ahh, Ok, I just figured it out. In the .fgd I was supposed to add "Origin"
next to the solid class definition.

@SolidClass base(Targetname, Origin) = func_rescue_zone:

Adding Origin, allowed me to do a ->GetAbsOrigin() on the 'func_rescue-zone'
entity and it returns the center of the brush that this entity is linked to
(instead of Vector(0,0,0) ).


- Original Message -
From: "Minh" <[EMAIL PROTECTED]>
To: 
Sent: Saturday, February 17, 2007 4:53 PM
Subject: Re: [hlcoders] How to find the position of a func brush?


> hmm.. I cant seem to find any references to valid references to pev in the
> hl2 sdk. (it seems they've done  away with it from what I cant tell of the
> comments).
>
> - Original Message -
> From: "Rodrigo 'r2d2rigo' Diaz" <[EMAIL PROTECTED]>
> To: 
> Sent: Saturday, February 17, 2007 3:57 PM
> Subject: Re: [hlcoders] How to find the position of a func brush?
>
>
>> --
>> [ Picked text/plain from multipart/alternative ]
>> If HL2 works just like HL did, you should be seeking for pev->mins and
>> pev->maxs. Those store the minimum/maximum vectors that determine the
>> size
>> of the resulting box.
>> --
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
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>>
>>
>
>
> ___
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Re: [hlcoders] CSS plugin - weapon_hegrenade trail

2007-02-18 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
When you throw a grenade, the weapon is removed and a new entity is created.
Something like CBaseCSGrenadeProjectile. I don't think this entity shows up
in the edict list, so finding it might a little difficult from a plugin.

Grant
(L. Duke)

On 2/17/07, David None <[EMAIL PROTECTED]> wrote:
>
> MRecipientFilter all_players;
>
>
> all_players.AddAllPlayers(MAX_PLAYERS);
>
>
> ...
>
>
> int sprt = engine->PrecacheModel("sprites/lgtning.vmt", true);
>
>
>
> CBaseEntity*trailygrenade=_VFUNCS._GiveNamedItem(pEntity->GetUnknown()->GetBaseEntity(),"weapon_hegrenade",NULL);
>
>
> ...
>
>
>
> tempents->BeamFollow(all_players,10,trailygrenade->entindex(),sprt,sprt,50,20,10,10,255,255,255,255);
>
>
>
>
>
>
>
>
>
>
>
> Ok, basically this gives me a grenade that is supposed to be a
> "trail-y" grenade. It works fine at first. I get the grenade, and
> everywhere I go, I leave a trail. When I throw the grenade, the trail
> stops. The trail isn't stuck to my entindex (after I throw the grenade
> it disappears), but apparently the grenade changes it's entindex, or
> spawns another entity once I fire the "weapon_fire" event. I'm just
> wondering if there's any way I can somehow catch the newly spawned
> entity (or get any clarification as to how this system actually works)..
>
>
>
>
> Obviously, I would like the trail to follow the grenade AFTER it's thrown
> (kind of like in HL2). I'm pulling my hair out here. ;(
>
>
>
>
>
>
> 
> Have a burning question?
> Go to www.Answers.yahoo.com and get answers from real people who know.
>
> ___
> 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] Link problem.

2007-02-18 Thread Jay C.
tier1.lib(bitbuf.obj) : warning LNK4078: multiple '.CRT' sections found with
different attributes (40300040)

I'm getting this error in the lib section of the linker.

I'll start from the start.

I have a strange problem with MSVC 2003 and 2005 for that matter.
Intellisense seems to have farted, it can find definitions of local classes
but anything in the SDK it chokes, yet it compiles fine.
I thought it was maybe because I had last opened the SDK in 2005, so the ncb
might be 2005 and my projects are all 2003 so i deleted all ncb's and opened
then compiled them all in 2003 and it still didn't work.
And yes, closed and opened each project when i deleted the ncb's

So, I refreshed the SDK source content, the intellisense isn't fixed and I
now get these unresolved externals:

-

unresolved external symbol ___CxxFrameHandler3

unresolved external symbol __ftol2_sse

unresolved external symbol ___CxxFrameHandler3 referenced in function
[EMAIL PROTECTED]@@QAE_NPAVIBaseFileSystem@@[EMAIL PROTECTED]

unresolved external symbol __alloca_probe_16 referenced in function
"private: void __thiscall KeyValues::WriteConvertedString(class
IBaseFileSystem *,void *,class CUtlBuffer *,char const *)"
([EMAIL PROTECTED]@@AAEXPAVIBaseFileSystem@@PAXPAVCUtlBuffer@@
[EMAIL PROTECTED])

unresolved external symbol __ftol2_sse referenced in function "char *
__cdecl V_pretifymem(float,int,bool)" (?V_pretifymem@@[EMAIL PROTECTED])
zombie_mm error LNK2019: unresolved external symbol __ftol2_sse referenced
in function "private: void __thiscall KeyValues::RecursiveSaveToFile(class
IBaseFileSystem *,void *,class CUtlBuffer *,int)"
([EMAIL PROTECTED]@@AAEXPAVIBaseFileSystem@@PAXPAVCUtlBuffer@@H
@Z)

unresolved external symbol __vswprintf referenced in function "int __cdecl
swprintf(wchar_t *,wchar_t const *,...)" (?swprintf@@YAHPA_WPB_WZZ)


-

So I added /verbose and saw the first error.

Any hints?

Thanks,
Jason Croghan


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