Re: [hlcoders] Downloadables Bug? VALVE?

2007-02-22 Thread Ratman2000

Hello Yahn,

in my Plugin i load an AutoDownloads file how i add all my Custom Download
files for simple handling...

That file i load on LevelInit.
Then each file i have added to that file, the plugin puts it in auto
download list:

AddToAutoDownload( UserSounds[ i ].File );

AddToAutoDownload is defined like  this:

void AddToAutoDownload( const char *File )
{
INetworkStringTable *pDownloadablesTable =
NetworkStringTable->FindTable("downloadables");

if ( pDownloadablesTable )
{
 bool Save = Engine->LockNetworkStringTables( false );
 pDownloadablesTable->AddString( File, strlen( File )+1 );
 Engine->LockNetworkStringTables( Save );
}
}

After i have added the file to the AutoDownload list, i preache the files
like this:

EngineSounds->PrecacheSound( UserSounds[ i ].File ), true );

UserSounds[ i ].File is an struct what holds all Custom Sounds in my plugin
so that i can call it every time without reloading the file!

And when i now play the sound, i do it like this:

   if ( !EngineSounds->IsSoundPrecached( SoundFile ) )
   {
EngineSounds->PrecacheSound( SoundFile, true );
   }

   Vector Origin = Player[ i ].PlayerInfo->GetAbsOrigin();

   MRecipientFilter Filter;

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

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

Player is an struct defined in my plugin (in german Spieler) what holds any
information for my plugin ordered by player slot so that i can use the
pointer
with all engine functions!

I hope you can use that to find out, whats wrong!

Thanks for your help Yahn!

With friendly reguards from Germany

Ratman2000

- Original Message -
From: "Yahn Bernier" <[EMAIL PROTECTED]>
To: 
Sent: Friday, February 23, 2007 3:20 AM
Subject: RE: [hlcoders] Downloadables Bug? VALVE?



I need a little more info on this one, how are you registering the
custom .wav (or other content) with the engine?  Are you creating a
mapname.res file or using some other API to register it?

Yahn

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000
Sent: Sunday, February 18, 2007 10:39 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Downloadables Bug? VALVE?

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,

EngineSounds->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] Downloadables Bug? VALVE?

2007-02-22 Thread Yahn Bernier
I need a little more info on this one, how are you registering the
custom .wav (or other content) with the engine?  Are you creating a
mapname.res file or using some other API to register it?

Yahn

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000
Sent: Sunday, February 18, 2007 10:39 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Downloadables Bug? VALVE?

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,

EngineSounds->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] Resolve relative paths to full path?

2007-02-22 Thread Paul Peloski
--
[ Picked text/plain from multipart/alternative ]
Brilliant! Thanks again, it works perfectly now.

Regards,

Paul

On 2/22/07, Yahn Bernier <[EMAIL PROTECTED]> wrote:
>
> Try it w/o the / in from of gameinfo.txt and it should work:
>
> filesystem->RelativePathToFullPath("gameinfo.txt", "MOD", fullpath,
> sizeof(fullpath));
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Paul Peloski
> Sent: Wednesday, February 21, 2007 10:34 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Resolve relative paths to full path?
>
> --
> [ Picked text/plain from multipart/alternative ] Err.. maybe I spoke too
> soon,
>
> filesystem->RelativePathToFullPath("/gameinfo.txt", "MOD", fullpath,
> sizeof(fullpath));
>
> Puts "/gameinfo.txt" in fullpath and returns NULL.. I wasn't sure about
> "MOD" so I tried a few different things including NULL and it did the
> same thing each time. Any ideas?
>
> Regards,
>
> Paul
>
> On 2/22/07, Paul Peloski <[EMAIL PROTECTED]> wrote:
> >
> > Wow, how did I miss that. Thanks Yahn.
> >
> > Regards,
> >
> > Paul
> >
> > On 2/22/07, Yahn Bernier <[EMAIL PROTECTED] > wrote:
> > >
> > > Try:  IFileSystem::RelativePathToFullPath
> > >
> > > You might need to have an actual filename under the subfolder, but
> > > that's the function I think you want.
> > >
> > > Yahn
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto: [EMAIL PROTECTED] On Behalf Of Paul
> > > Peloski
> > > Sent: Wednesday, February 21, 2007 8:26 PM
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: [hlcoders] Resolve relative paths to full path?
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ] Hi guys,
> > >
> > > Is there an easy way to resolve the relative path:
> > >
> > > /resource/ to C:\Program
> > > Files\Steam\SteamApps\SourceMods\mod\resource\
> > >
> > > I looked through the SDK for a while but I couldn't find and easy
> > > solution.
> > > I stumbled on something that does part of what I want,
> > >
> > > CFSSteamSetupInfo info;
> > > FileSystem_SetupSteamEnvironment( info );
> > >
> > > Which will return the actual mod folder, but still I have to
> > > concatenate
> > >
> > > and massage the paths myself. Is there an easier way?
> > >
> > > Regards,
> > >
> > > Paul
> > > --
> > >
> > > ___
> > > 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:
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>
>
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>
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Re: [hlcoders] Downloadables Bug? VALVE?

2007-02-22 Thread Ratman2000

Hello,

thats it, what i mean for snd_restart so we need an block for it when a
player is on a team

With friendly Reguards

Ratman2000

- Original Message -
From: "LDuke" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, February 22, 2007 4:22 PM
Subject: Re: [hlcoders] Downloadables Bug? VALVE?



--
[ Picked text/plain from multipart/alternative ]
I used to use stopsound all the time, especially on maps like cs_rio with
the loud radio music. It's been a cheat in CSS since the beta was
released.

On 2/22/07, Jay Croghan <[EMAIL PROTECTED]> wrote:


That isn't a bug for gods sake.
Since pre-1.6 you could always type "stopsound" into your console and
stop all ambient sounds. It's people like you that are the reason
cl_restrict_server_commands exists.

- Jay


Quoting Ratman2000 <[EMAIL PROTECTED]>:

> Hello,
>
> so i have tested it out...
> But we cant use it becouse we cant execute it by server plugins becouse
> cl_restrict_server_commands is set to 1 as default
> And its possible to stop ambient sounds with that function so player
> can
get
> an
> advantage becouse they can hear all better than an "normal" player...
> As example:
> we play on an loudness map with ambient sound... you cant hear me... i
have
> binded
> snd_restart to an button and press it... so my sounds system gets
reloaded
> and i dont have ambient sound now... so i can hear sounds, what you
> dont
> hear... i think this is an bug from the system!
>
> i hope thats it get fixed!
>
> With friendly Reguars
>
> Ratman2000
>
> - Original Message -
> From: "Ratman2000" <[EMAIL PROTECTED]>
> To: 
> Sent: Thursday, February 22, 2007 8:24 AM
> Subject: Re: [hlcoders] Downloadables Bug? VALVE?
>
>
>> Hello,
>>
>> hmm this sounds nice!
>> But is snd_restart executable by Server Plugins?
>> Just with the Helpers or have we call it client sied?
>>
>> Thanks for your replay!
>>
>> With friendly Reguards
>>
>> Ratman2000
>>
>> - Original Message -
>> From: "Daniel" <[EMAIL PROTECTED]>
>> To: 
>> Sent: Thursday, February 22, 2007 8:09 AM
>> Subject: Re: [hlcoders] Downloadables Bug? VALVE?
>>
>>
>>> --
>>> [ Picked text/plain from multipart/alternative ]
>>> I found out that snd_restart in console will make sounds work that
>>> you
>>> just
>>> downloaded.
>>>
>>> On 2/21/07, Ratman2000 <[EMAIL PROTECTED]> wrote:

 Hello Yahn,

 thank you :)

 With friendly reguards

 Ratman2000

 - Original Message -
 From: "Yahn Bernier" <[EMAIL PROTECTED]>
 To: 
 Sent: Wednesday, February 21, 2007 8:30 PM
 Subject: RE: [hlcoders] Downloadables Bug? VALVE?


> Sure
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
Ratman2000
> Sent: Wednesday, February 21, 2007 11:07 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Downloadables Bug? VALVE?
>
> Hello Yahn,
>
> ok :'(
> Can you inform us over this tread, when you have found this bug?
>
> Thanks from germany!
>
> With friendly Reguards
>
> Ratman2000
>
> - Original Message -
> From: "Yahn Bernier" <[EMAIL PROTECTED]>
> To: 
> Sent: Wednesday, February 21, 2007 7:53 PM
> Subject: RE: [hlcoders] Downloadables Bug? VALVE?
>
>
>> Not yet that I'm aware of
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of
>> Ratman2000
>> Sent: Wednesday, February 21, 2007 10:45 AM
>> To: hlcoders@list.valvesoftware.com
>> Subject: Re: [hlcoders] Downloadables Bug? VALVE?
>>
>> Hello Yahn,
>>
>> is there somthing corrected in the next update? :)
>>
>> Thanks!
>>
>> With friendly reguards
>>
>> Ratman2000
>>
>> - Original Message -
>> From: "Yahn Bernier" <[EMAIL PROTECTED]>
>> To: 
>> Sent: Tuesday, February 20, 2007 4:30 PM
>> Subject: RE: [hlcoders] Downloadables Bug? VALVE?
>>
>>
>>> I remember looking at something like this a while back.  I'll
>>> take
>>> another look for you guys and see what's up.
>>>
>>> Yahn
>>>
>>> -Original Message-
>>> From: [EMAIL PROTECTED]
>>> [mailto:[EMAIL PROTECTED] On Behalf Of Jay
>>> Croghan
>>> Sent: Monday, February 19, 2007 1:20 AM
>>> To: hlcoders@list.valvesoftware.com
>>> Subject: Re: [hlcoders] Downloadables Bug? VALVE?
>>>
>>> This has been a bug since CS:S was released and they have
>>> verified
>>> it's a bug. We were told over a year ago that it would take some
>>> major
>>
>>> engine updates and that it would be rolled out within a few
months.
>>> As
>>
>>> usual though the time line was a little underestimated and we are
>>> still sitting here using a broken interface.
>>>
>>> The worst part about it is trying to test new
>>> materials/models/

RE: [hlcoders] Resolve relative paths to full path?

2007-02-22 Thread Yahn Bernier
Try it w/o the / in from of gameinfo.txt and it should work:

filesystem->RelativePathToFullPath("gameinfo.txt", "MOD", fullpath,
sizeof(fullpath));

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Peloski
Sent: Wednesday, February 21, 2007 10:34 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Resolve relative paths to full path?

--
[ Picked text/plain from multipart/alternative ] Err.. maybe I spoke too
soon,

filesystem->RelativePathToFullPath("/gameinfo.txt", "MOD", fullpath,
sizeof(fullpath));

Puts "/gameinfo.txt" in fullpath and returns NULL.. I wasn't sure about
"MOD" so I tried a few different things including NULL and it did the
same thing each time. Any ideas?

Regards,

Paul

On 2/22/07, Paul Peloski <[EMAIL PROTECTED]> wrote:
>
> Wow, how did I miss that. Thanks Yahn.
>
> Regards,
>
> Paul
>
> On 2/22/07, Yahn Bernier <[EMAIL PROTECTED] > wrote:
> >
> > Try:  IFileSystem::RelativePathToFullPath
> >
> > You might need to have an actual filename under the subfolder, but
> > that's the function I think you want.
> >
> > Yahn
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto: [EMAIL PROTECTED] On Behalf Of Paul
> > Peloski
> > Sent: Wednesday, February 21, 2007 8:26 PM
> > To: hlcoders@list.valvesoftware.com
> > Subject: [hlcoders] Resolve relative paths to full path?
> >
> > --
> > [ Picked text/plain from multipart/alternative ] Hi guys,
> >
> > Is there an easy way to resolve the relative path:
> >
> > /resource/ to C:\Program
> > Files\Steam\SteamApps\SourceMods\mod\resource\
> >
> > I looked through the SDK for a while but I couldn't find and easy
> > solution.
> > I stumbled on something that does part of what I want,
> >
> > CFSSteamSetupInfo info;
> > FileSystem_SetupSteamEnvironment( info );
> >
> > Which will return the actual mod folder, but still I have to
> > concatenate
> >
> > and massage the paths myself. Is there an easier way?
> >
> > Regards,
> >
> > Paul
> > --
> >
> > ___
> > 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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Re: [hlcoders] Downloadables Bug? VALVE?

2007-02-22 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
I used to use stopsound all the time, especially on maps like cs_rio with
the loud radio music. It's been a cheat in CSS since the beta was released.

On 2/22/07, Jay Croghan <[EMAIL PROTECTED]> wrote:
>
> That isn't a bug for gods sake.
> Since pre-1.6 you could always type "stopsound" into your console and
> stop all ambient sounds. It's people like you that are the reason
> cl_restrict_server_commands exists.
>
> - Jay
>
>
> Quoting Ratman2000 <[EMAIL PROTECTED]>:
>
> > Hello,
> >
> > so i have tested it out...
> > But we cant use it becouse we cant execute it by server plugins becouse
> > cl_restrict_server_commands is set to 1 as default
> > And its possible to stop ambient sounds with that function so player can
> get
> > an
> > advantage becouse they can hear all better than an "normal" player...
> > As example:
> > we play on an loudness map with ambient sound... you cant hear me... i
> have
> > binded
> > snd_restart to an button and press it... so my sounds system gets
> reloaded
> > and i dont have ambient sound now... so i can hear sounds, what you dont
> > hear... i think this is an bug from the system!
> >
> > i hope thats it get fixed!
> >
> > With friendly Reguars
> >
> > Ratman2000
> >
> > - Original Message -
> > From: "Ratman2000" <[EMAIL PROTECTED]>
> > To: 
> > Sent: Thursday, February 22, 2007 8:24 AM
> > Subject: Re: [hlcoders] Downloadables Bug? VALVE?
> >
> >
> >> Hello,
> >>
> >> hmm this sounds nice!
> >> But is snd_restart executable by Server Plugins?
> >> Just with the Helpers or have we call it client sied?
> >>
> >> Thanks for your replay!
> >>
> >> With friendly Reguards
> >>
> >> Ratman2000
> >>
> >> - Original Message -
> >> From: "Daniel" <[EMAIL PROTECTED]>
> >> To: 
> >> Sent: Thursday, February 22, 2007 8:09 AM
> >> Subject: Re: [hlcoders] Downloadables Bug? VALVE?
> >>
> >>
> >>> --
> >>> [ Picked text/plain from multipart/alternative ]
> >>> I found out that snd_restart in console will make sounds work that you
> >>> just
> >>> downloaded.
> >>>
> >>> On 2/21/07, Ratman2000 <[EMAIL PROTECTED]> wrote:
> 
>  Hello Yahn,
> 
>  thank you :)
> 
>  With friendly reguards
> 
>  Ratman2000
> 
>  - Original Message -
>  From: "Yahn Bernier" <[EMAIL PROTECTED]>
>  To: 
>  Sent: Wednesday, February 21, 2007 8:30 PM
>  Subject: RE: [hlcoders] Downloadables Bug? VALVE?
> 
> 
> > Sure
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of
> Ratman2000
> > Sent: Wednesday, February 21, 2007 11:07 AM
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] Downloadables Bug? VALVE?
> >
> > Hello Yahn,
> >
> > ok :'(
> > Can you inform us over this tread, when you have found this bug?
> >
> > Thanks from germany!
> >
> > With friendly Reguards
> >
> > Ratman2000
> >
> > - Original Message -
> > From: "Yahn Bernier" <[EMAIL PROTECTED]>
> > To: 
> > Sent: Wednesday, February 21, 2007 7:53 PM
> > Subject: RE: [hlcoders] Downloadables Bug? VALVE?
> >
> >
> >> Not yet that I'm aware of
> >>
> >> -Original Message-
> >> From: [EMAIL PROTECTED]
> >> [mailto:[EMAIL PROTECTED] On Behalf Of
> >> Ratman2000
> >> Sent: Wednesday, February 21, 2007 10:45 AM
> >> To: hlcoders@list.valvesoftware.com
> >> Subject: Re: [hlcoders] Downloadables Bug? VALVE?
> >>
> >> Hello Yahn,
> >>
> >> is there somthing corrected in the next update? :)
> >>
> >> Thanks!
> >>
> >> With friendly reguards
> >>
> >> Ratman2000
> >>
> >> - Original Message -
> >> From: "Yahn Bernier" <[EMAIL PROTECTED]>
> >> To: 
> >> Sent: Tuesday, February 20, 2007 4:30 PM
> >> Subject: RE: [hlcoders] Downloadables Bug? VALVE?
> >>
> >>
> >>> I remember looking at something like this a while back.  I'll take
> >>> another look for you guys and see what's up.
> >>>
> >>> Yahn
> >>>
> >>> -Original Message-
> >>> From: [EMAIL PROTECTED]
> >>> [mailto:[EMAIL PROTECTED] On Behalf Of Jay
> >>> Croghan
> >>> Sent: Monday, February 19, 2007 1:20 AM
> >>> To: hlcoders@list.valvesoftware.com
> >>> Subject: Re: [hlcoders] Downloadables Bug? VALVE?
> >>>
> >>> This has been a bug since CS:S was released and they have verified
> >>> it's a bug. We were told over a year ago that it would take some
> >>> major
> >>
> >>> engine updates and that it would be rolled out within a few
> months.
> >>> As
> >>
> >>> usual though the time line was a little underestimated and we are
> >>> still sitting here using a broken interface.
> >>>
> >>> The worst part about it is trying to test new
> >>> materials/models/s

Re: [hlcoders] Downloadables Bug? VALVE?

2007-02-22 Thread Jay Croghan

That isn't a bug for gods sake.
Since pre-1.6 you could always type "stopsound" into your console and
stop all ambient sounds. It's people like you that are the reason
cl_restrict_server_commands exists.

- Jay


Quoting Ratman2000 <[EMAIL PROTECTED]>:


Hello,

so i have tested it out...
But we cant use it becouse we cant execute it by server plugins becouse
cl_restrict_server_commands is set to 1 as default
And its possible to stop ambient sounds with that function so player can get
an
advantage becouse they can hear all better than an "normal" player...
As example:
we play on an loudness map with ambient sound... you cant hear me... i have
binded
snd_restart to an button and press it... so my sounds system gets reloaded
and i dont have ambient sound now... so i can hear sounds, what you dont
hear... i think this is an bug from the system!

i hope thats it get fixed!

With friendly Reguars

Ratman2000

- Original Message -
From: "Ratman2000" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, February 22, 2007 8:24 AM
Subject: Re: [hlcoders] Downloadables Bug? VALVE?



Hello,

hmm this sounds nice!
But is snd_restart executable by Server Plugins?
Just with the Helpers or have we call it client sied?

Thanks for your replay!

With friendly Reguards

Ratman2000

- Original Message -
From: "Daniel" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, February 22, 2007 8:09 AM
Subject: Re: [hlcoders] Downloadables Bug? VALVE?



--
[ Picked text/plain from multipart/alternative ]
I found out that snd_restart in console will make sounds work that you
just
downloaded.

On 2/21/07, Ratman2000 <[EMAIL PROTECTED]> wrote:


Hello Yahn,

thank you :)

With friendly reguards

Ratman2000

- Original Message -
From: "Yahn Bernier" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, February 21, 2007 8:30 PM
Subject: RE: [hlcoders] Downloadables Bug? VALVE?



Sure

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000
Sent: Wednesday, February 21, 2007 11:07 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Downloadables Bug? VALVE?

Hello Yahn,

ok :'(
Can you inform us over this tread, when you have found this bug?

Thanks from germany!

With friendly Reguards

Ratman2000

- Original Message -
From: "Yahn Bernier" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, February 21, 2007 7:53 PM
Subject: RE: [hlcoders] Downloadables Bug? VALVE?



Not yet that I'm aware of

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Ratman2000
Sent: Wednesday, February 21, 2007 10:45 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Downloadables Bug? VALVE?

Hello Yahn,

is there somthing corrected in the next update? :)

Thanks!

With friendly reguards

Ratman2000

- Original Message -
From: "Yahn Bernier" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, February 20, 2007 4:30 PM
Subject: RE: [hlcoders] Downloadables Bug? VALVE?



I remember looking at something like this a while back.  I'll take
another look for you guys and see what's up.

Yahn

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jay
Croghan
Sent: Monday, February 19, 2007 1:20 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Downloadables Bug? VALVE?

This has been a bug since CS:S was released and they have verified
it's a bug. We were told over a year ago that it would take some
major



engine updates and that it would be rolled out within a few months.
As



usual though the time line was a little underestimated and we are
still sitting here using a broken interface.

The worst part about it is trying to test new
materials/models/sounds,



because I have to restart my client after the download to verify it
as



a success.

Valve: Any updates on this issue? It can't be too hard to change one
line of code to close the file handle on the client after you write
the file can it?

- Jay


Quoting Ratman2000 <[EMAIL PROTECTED]>:


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,
EngineSounds->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] Downloadables Bug? VALVE?

2007-02-22 Thread Ratman2000

Hello,

so i have tested it out...
But we cant use it becouse we cant execute it by server plugins becouse
cl_restrict_server_commands is set to 1 as default
And its possible to stop ambient sounds with that function so player can get
an
advantage becouse they can hear all better than an "normal" player...
As example:
we play on an loudness map with ambient sound... you cant hear me... i have
binded
snd_restart to an button and press it... so my sounds system gets reloaded
and i dont have ambient sound now... so i can hear sounds, what you dont
hear... i think this is an bug from the system!

i hope thats it get fixed!

With friendly Reguars

Ratman2000

- Original Message -
From: "Ratman2000" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, February 22, 2007 8:24 AM
Subject: Re: [hlcoders] Downloadables Bug? VALVE?



Hello,

hmm this sounds nice!
But is snd_restart executable by Server Plugins?
Just with the Helpers or have we call it client sied?

Thanks for your replay!

With friendly Reguards

Ratman2000

- Original Message -
From: "Daniel" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, February 22, 2007 8:09 AM
Subject: Re: [hlcoders] Downloadables Bug? VALVE?



--
[ Picked text/plain from multipart/alternative ]
I found out that snd_restart in console will make sounds work that you
just
downloaded.

On 2/21/07, Ratman2000 <[EMAIL PROTECTED]> wrote:


Hello Yahn,

thank you :)

With friendly reguards

Ratman2000

- Original Message -
From: "Yahn Bernier" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, February 21, 2007 8:30 PM
Subject: RE: [hlcoders] Downloadables Bug? VALVE?


> Sure
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000
> Sent: Wednesday, February 21, 2007 11:07 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Downloadables Bug? VALVE?
>
> Hello Yahn,
>
> ok :'(
> Can you inform us over this tread, when you have found this bug?
>
> Thanks from germany!
>
> With friendly Reguards
>
> Ratman2000
>
> - Original Message -
> From: "Yahn Bernier" <[EMAIL PROTECTED]>
> To: 
> Sent: Wednesday, February 21, 2007 7:53 PM
> Subject: RE: [hlcoders] Downloadables Bug? VALVE?
>
>
>> Not yet that I'm aware of
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of
>> Ratman2000
>> Sent: Wednesday, February 21, 2007 10:45 AM
>> To: hlcoders@list.valvesoftware.com
>> Subject: Re: [hlcoders] Downloadables Bug? VALVE?
>>
>> Hello Yahn,
>>
>> is there somthing corrected in the next update? :)
>>
>> Thanks!
>>
>> With friendly reguards
>>
>> Ratman2000
>>
>> - Original Message -
>> From: "Yahn Bernier" <[EMAIL PROTECTED]>
>> To: 
>> Sent: Tuesday, February 20, 2007 4:30 PM
>> Subject: RE: [hlcoders] Downloadables Bug? VALVE?
>>
>>
>>>I remember looking at something like this a while back.  I'll take
>>>another look for you guys and see what's up.
>>>
>>> Yahn
>>>
>>> -Original Message-
>>> From: [EMAIL PROTECTED]
>>> [mailto:[EMAIL PROTECTED] On Behalf Of Jay
>>> Croghan
>>> Sent: Monday, February 19, 2007 1:20 AM
>>> To: hlcoders@list.valvesoftware.com
>>> Subject: Re: [hlcoders] Downloadables Bug? VALVE?
>>>
>>> This has been a bug since CS:S was released and they have verified
>>> it's a bug. We were told over a year ago that it would take some
>>> major
>>
>>> engine updates and that it would be rolled out within a few months.
>>> As
>>
>>> usual though the time line was a little underestimated and we are
>>> still sitting here using a broken interface.
>>>
>>> The worst part about it is trying to test new
>>> materials/models/sounds,
>>
>>> because I have to restart my client after the download to verify it
>>> as
>>
>>> a success.
>>>
>>> Valve: Any updates on this issue? It can't be too hard to change one
>>> line of code to close the file handle on the client after you write
>>> the file can it?
>>>
>>> - Jay
>>>
>>>
>>> Quoting Ratman2000 <[EMAIL PROTECTED]>:
>>>
 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,
 EngineSounds->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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