[hlcoders] Extremely weird soundscape issue.

2008-03-03 Thread A.Oliver
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi, I think I'm going crazy with this silly bug. The game server I use is 
playing the wrong soundscapes in all maps, there is no one which matches the 
specified by the map. However if I create a listen server or dedicated in my 
machine, with the same files supposedly, all is fine. Other online servers 
using our modification also plays the soundscapes right. Just our dedicated one 
seems to have its own preferences in that aspect. I didn't tried to reinstall 
the mod files, no idea if that will work, or maybe there is something wrong in 
the srcds files there? It started to fail recently.

Thanks.
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[hlcoders] Source SDK Beta and Linux

2008-03-03 Thread Marek Sieradzki
Hi, did anyone try to compile Orange Box SDK under Linux? Makefile is a
bit wrong (wrong .vcproj filenames and lack of static libraries like
tier1.a). After adding libraries from EP1 version of SDK (from linux_sdk
directory) I get this list of unresolved symbols:

[EMAIL PROTECTED]:~/gry/srcds/orangebox$ nm ./server_aaa.so | grep  U 
| c++filt | grep -v GLIBC
 U CommandLine_Tier0
 U DevMsg
 U DevWarning
 U DoNewAssertDialog
 U Error
 U Four_FLT_MAX
 U Four_Negative_FLT_MAX
 U GetCPUInformation
 U KeyValuesSystem
 U MemAllocScratch
 U MemFreeScratch
 U Msg
 U Plat_FloatTime
 U Plat_MSTime
 U RandomFloat
 U RandomInt
 U RandomSeed
 U ShouldUseNewAssertDialog
 U SteamAPI_RegisterCallback
 U SteamAPI_UnregisterCallback
 U SteamUser
 U SteamUserStats
 U SteamUtils
 U ThreadInMainThread
 U ThreadInterlockedAssignIf
 U ThreadInterlockedAssignIf64
 U ThreadInterlockedCompareExchangePointer
 U ThreadInterlockedDecrement
 U ThreadInterlockedExchange
 U ThreadInterlockedIncrement
 U Warning
 U _ExitOnFatalAssert
 U _SpewInfo
 U _SpewMessage
 U _Unwind_Resume
 U DevWarning(char const*, ...)
 U V_FileBase(char const*, char*, int)
 U V_snprintf(char*, int, char const*, ...)
 U V_strnicmp(char const*, char const*, int)
 U V_vsnprintf(char*, int, char const*, char*)
 U V_FixSlashes(char*, char)
 U V_strcasecmp(char const*, char const*)
 U V_SplitString(char const*, char const*, CUtlVectorchar*,
CUtlMemorychar*, int )
 U V_binarytohex(unsigned char const*, int, char*, int)
 U V_strncasecmp(char const*, char const*, int)
 U MatrixMultiply(VMatrix const, VMatrix const, VMatrix)
 U MatrixToAngles(VMatrix const, QAngle)
 U V_SetExtension(char*, char const*, int)
 U V_StripLastDir(char*, int)
 U ConVar_Register(int, IConCommandBaseAccessor*)
 U SceneFileSystem()
 U V_StripFilename(char*)
 U InstanceRegistry(char const*)
 U MatrixFromAngles(QAngle const, VMatrix)
 U V_IsAbsolutePath(char const*)
 U V_StripExtension(char const*, char*, int)
 U Vector3DMultiply(VMatrix const, Vector const, Vector)
 U CharacterSetBuild(characterset_t*, char const*)
 U ConVar_Unregister()
 U MatrixSetIdentity(VMatrix)
 U SetupMatrixAngles(QAngle const)
 U V_ExtractFilePath(char const*, char*, int)
 U MatrixBuildRotateZ(VMatrix, float)
 U V_DefaultExtension(char*, char const*, int)
 U V_GetFileExtension(char const*)
 U V_StripTrailingSlash(char*)
 U ConnectTier1Libraries(void* (**)(char const*, int*), int)
 U ConnectTier2Libraries(void* (**)(char const*, int*), int)
 U ConnectTier3Libraries(void* (**)(char const*, int*), int)
 U GetNoEscCharConversion()
 U V_ExtractFileExtension(char const*, char*, int)
 U DisconnectTier1Libraries()
 U DisconnectTier2Libraries()
 U DisconnectTier3Libraries()
 U GetCStringCharConversion()
 U ReleaseInstancedRegistry(IRegistry*)
 U MatrixBuildRotationAboutAxis(VMatrix, Vector const, float)
 U DevMsg(char const*, ...)
 U V_atof(char const*)
 U V_atoi(char const*)
 U HashInt(int)
 U V_stristr(char const*, char const*)
 U V_stristr(char*, char const*)
 U V_strncat(char*, char const*, unsigned int, int)
 U V_strnchr(char const*, char, int)
 U V_strncmp(char const*, char const*, int)
 U V_strncpy(char*, char const*, int)
 U CUtlBuffer::EatCPPComment()
 U CUtlBuffer::EatWhiteSpace()
 U CUtlBuffer::EnsureCapacity(int)
 U CUtlBuffer::AddNullTermination()
 U CUtlBuffer::GetDelimitedString(CUtlCharConversion*, char*,
int)
 U CUtlBuffer::Get(void*, int)
 U CUtlBuffer::Put(void const*, int)
 U CUtlBuffer::Scanf(char const*, ...)
 U CUtlBuffer::Printf(char const*, ...)
 U CUtlBuffer::GetLine(char*, int)
 U CUtlBuffer::PeekGet(int, int)
 U CUtlBuffer::SeekGet(CUtlBuffer::SeekType_t, int)
 U CUtlBuffer::SeekPut(CUtlBuffer::SeekType_t, int)
 U CUtlBuffer::CheckGet(int)
 U CUtlBuffer::CheckPut(int)
 U CUtlBuffer::VaPrintf(char const*, char*)
 U CUtlBuffer::GetString(char*, int)
 U CUtlBuffer::PutString(char const*)
 U CUtlBuffer::CUtlBuffer(void const*, int, int)
 U CUtlBuffer::CUtlBuffer(int, int, int)
 U CUtlString::CUtlString(char const*)
 U CUtlString::CUtlString(CUtlString const)
 U CUtlString::CUtlString()
 U CUtlString::operator=(char const*)
 U 

Re: [hlcoders] Extremely weird soundscape issue.

2008-03-03 Thread dave daveslastname
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[ Picked text/plain from multipart/alternative ]
I've had this problem before. The issue is that your server's
soundscapes_manifest.txt file (or other soundscape script files) differs
from what is on the client.  Make sure the files on the server match those
on the client and it should work fine.

Hope that helps.

On 3/3/08, A.Oliver [EMAIL PROTECTED] wrote:

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Hi, I think I'm going crazy with this silly bug. The game server I use is
 playing the wrong soundscapes in all maps, there is no one which matches the
 specified by the map. However if I create a listen server or dedicated in my
 machine, with the same files supposedly, all is fine. Other online servers
 using our modification also plays the soundscapes right. Just our dedicated
 one seems to have its own preferences in that aspect. I didn't tried to
 reinstall the mod files, no idea if that will work, or maybe there is
 something wrong in the srcds files there? It started to fail recently.

 Thanks.

 --


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RE: [hlcoders] Requesting (again): ent_fire and ent_name APIs for Server Plugins?

2008-03-03 Thread Christopher Harris
On the subject of this I can sometimes find myself siding with Valve. There
are so many plugins for HL2 mods, without this interface, that have been all
but ruined. Referred to as RPG mods they infect slowly all the servers of a
mod changing everything the developers spent time to balance and giving
players unbalanced weaponry and stats. But the players who get these things
must grind the server and then they can kill new people with ease. A lot of
new people especially if Casual game will not know what a RPG plugin is and
will probably blame the bad gameplay on the MOD itself. RPG Plugins are IMO
a mod's worst nightmare.

For Valve Official games this is fine because there are so many servers, but
for mods a single RPG mod can single handedly ruin a MOD. For example zombie
master has pretty much only RPG mod servers, etc.

Chris

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of LDuke
Sent: Saturday, March 01, 2008 12:39 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Requesting (again): ent_fire and ent_name APIs for
Server Plugins?

--
[ Picked text/plain from multipart/alternative ]
I think you just append ,mytag to the sv_tags convar string.

And I second the Thank you to Valve from Mattie.  And a HUGE thank you
if that interface is in the CSS orangebox update.





On Sat, Mar 1, 2008 at 6:04 AM, Saul Rennison [EMAIL PROTECTED]
wrote:

 Yeah you just made no sense.

  imagine they added the functions like CreateEntityByName etc. again
 because they thought of themegatag serverbrowser function etc.

 Uhm... yes? What is the interface for the server tags anyway?

 On 1 Mar 2008, at 12:44, Tobias Kammersgaard wrote:

  --
  [ Picked text/plain from multipart/alternative ]
  I imagine they added the functions like CreateEntityByName etc. again
  because they thought of themegatag serverbrowser function etc.
 
  Also, if this doesn't make any sense its because I've had a few
  beers ;-)
  (DRUNK ON THE INTERWEBLOLOLOL)
 
  Oh Lord.
 
  /ScarT
 
 
  On 01/03/2008, Tony omega Sergi [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  They're not trying to 'thwart' them.
  You have to realize it's a matter of priority.
 
  You typically don't get support for anything that the game is going
  to
  have
  in situations like this. Look at any other game; unless it's
  something
  that
  benefits the host game, or is designed for the host game, you don't
  specifically have it.
 
  The problem is simply, there isn't anyone dedicated to doing
  extra stuff
  like that.Ie: the biggest complaint; lack of a real multiplayer
  vehicle.
  Well, the hardcore facts are, until valve decides: Okay, our next
  game is
  going to be multiplayer vehicular combat the likeliness of actually
  seeing
  them sit down and dedicate time AND money to writing a multiplayer
  vehicle,
  which they aren't going to use is rather slim.
 
  Does that make sense to you? Think about it this way; it's the same
  as
  with
  a mod.
  Are you going to sit there and implement a bunch of features that
  you're
  not
  going to use, just for the sake of okay, well we aren't using y
  feature,
  but lets just make people happy and spend x hours on y feature just
  so
  they
  don't bitch, even if it's never going to be used in our mod.
 
  It's common sense.
  -Tony
 
 
  On Fri, Feb 29, 2008 at 6:50 PM, Spencer 'voogru' MacDonald 
  [EMAIL PROTECTED] wrote:
 
  I hate to rain on your bash valve parade...
 
  But this is in the Orange Box SDK:
 
 
 
 

//--
  ---
  // Purpose: Interface from engine to tools for manipulating entities
 
 
 

//--
  ---
  class IServerTools : public IBaseInterface
  {
  public:
virtual IServerEntity *GetIServerEntity( IClientEntity
  *pClientEntity ) = 0;
virtual bool SnapPlayerToPosition( const Vector org, const
  QAngle
  ang, IClientEntity *pClientPlayer = NULL ) = 0;
virtual bool GetPlayerPosition( Vector org, QAngle ang,
  IClientEntity *pClientPlayer = NULL ) = 0;
virtual bool SetPlayerFOV( int fov, IClientEntity
  *pClientPlayer
  =
  NULL ) = 0;
virtual int GetPlayerFOV( IClientEntity *pClientPlayer =
  NULL ) =
  0;
virtual bool IsInNoClipMode( IClientEntity *pClientPlayer =
  NULL
  )
  =
  0;
 
// entity searching
virtual void *FirstEntity( void ) = 0;
virtual void *NextEntity( void *pEntity ) = 0;
virtual void *FindEntityByHammerID( int iHammerID ) = 0;
 
// entity query
virtual bool GetKeyValue( void *pEntity, const char *szField,
  char
  *szValue, int iMaxLen ) = 0;
virtual bool SetKeyValue( void *pEntity, const char *szField,
  const
  char *szValue ) = 0;
virtual bool SetKeyValue( void *pEntity, const char *szField,
  float
  flValue ) = 0;
virtual bool 

Re: [hlcoders] Requesting (again): ent_fire and ent_name APIs for Server Plugins?

2008-03-03 Thread Jeffrey botman Broome

Christopher Harris wrote:


For Valve Official games this is fine because there are so many servers, but
for mods a single RPG mod can single handedly ruin a MOD. For example zombie
master has pretty much only RPG mod servers, etc.


I think Valve would make a lot of people happy by having a pure
setting on the server (like Quake) so that people can filter out servers
that are running any kind of plugin at all.

No plugin(s) == Pure, for those that want just that.

For others that want plugins, they could just uncheck that in the server
browser and take their chances with what they connect to.

--
Jeffrey botman Broome

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Re: [hlcoders] Requesting (again): ent_fire and ent_name APIs for Server Plugins?

2008-03-03 Thread ncl
--
[ Picked text/plain from multipart/alternative ]
Now that's just a gross exaggeration. I've played ZM from time to time and
most of the popular servers are pure.

On Mon, Mar 3, 2008 at 4:11 PM, Christopher Harris [EMAIL PROTECTED]
wrote:

 On the subject of this I can sometimes find myself siding with Valve.
 There
 are so many plugins for HL2 mods, without this interface, that have been
 all
 but ruined. Referred to as RPG mods they infect slowly all the servers of
 a
 mod changing everything the developers spent time to balance and giving
 players unbalanced weaponry and stats. But the players who get these
 things
 must grind the server and then they can kill new people with ease. A lot
 of
 new people especially if Casual game will not know what a RPG plugin is
 and
 will probably blame the bad gameplay on the MOD itself. RPG Plugins are
 IMO
 a mod's worst nightmare.

 For Valve Official games this is fine because there are so many servers,
 but
 for mods a single RPG mod can single handedly ruin a MOD. For example
 zombie
 master has pretty much only RPG mod servers, etc.

 Chris

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of LDuke
 Sent: Saturday, March 01, 2008 12:39 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Requesting (again): ent_fire and ent_name APIs for
 Server Plugins?

 --
 [ Picked text/plain from multipart/alternative ]
 I think you just append ,mytag to the sv_tags convar string.

 And I second the Thank you to Valve from Mattie.  And a HUGE thank you
 if that interface is in the CSS orangebox update.





 On Sat, Mar 1, 2008 at 6:04 AM, Saul Rennison [EMAIL PROTECTED]
 wrote:

  Yeah you just made no sense.
 
   imagine they added the functions like CreateEntityByName etc. again
  because they thought of themegatag serverbrowser function etc.
 
  Uhm... yes? What is the interface for the server tags anyway?
 
  On 1 Mar 2008, at 12:44, Tobias Kammersgaard wrote:
 
   --
   [ Picked text/plain from multipart/alternative ]
   I imagine they added the functions like CreateEntityByName etc. again
   because they thought of themegatag serverbrowser function etc.
  
   Also, if this doesn't make any sense its because I've had a few
   beers ;-)
   (DRUNK ON THE INTERWEBLOLOLOL)
  
   Oh Lord.
  
   /ScarT
  
  
   On 01/03/2008, Tony omega Sergi [EMAIL PROTECTED] wrote:
  
   --
   [ Picked text/plain from multipart/alternative ]
   They're not trying to 'thwart' them.
   You have to realize it's a matter of priority.
  
   You typically don't get support for anything that the game is going
   to
   have
   in situations like this. Look at any other game; unless it's
   something
   that
   benefits the host game, or is designed for the host game, you don't
   specifically have it.
  
   The problem is simply, there isn't anyone dedicated to doing
   extra stuff
   like that.Ie: the biggest complaint; lack of a real multiplayer
   vehicle.
   Well, the hardcore facts are, until valve decides: Okay, our next
   game is
   going to be multiplayer vehicular combat the likeliness of actually
   seeing
   them sit down and dedicate time AND money to writing a multiplayer
   vehicle,
   which they aren't going to use is rather slim.
  
   Does that make sense to you? Think about it this way; it's the same
   as
   with
   a mod.
   Are you going to sit there and implement a bunch of features that
   you're
   not
   going to use, just for the sake of okay, well we aren't using y
   feature,
   but lets just make people happy and spend x hours on y feature just
   so
   they
   don't bitch, even if it's never going to be used in our mod.
  
   It's common sense.
   -Tony
  
  
   On Fri, Feb 29, 2008 at 6:50 PM, Spencer 'voogru' MacDonald 
   [EMAIL PROTECTED] wrote:
  
   I hate to rain on your bash valve parade...
  
   But this is in the Orange Box SDK:
  
  
  
  
 

 //--
   ---
   // Purpose: Interface from engine to tools for manipulating entities
  
  
  
 

 //--
   ---
   class IServerTools : public IBaseInterface
   {
   public:
 virtual IServerEntity *GetIServerEntity( IClientEntity
   *pClientEntity ) = 0;
 virtual bool SnapPlayerToPosition( const Vector org, const
   QAngle
   ang, IClientEntity *pClientPlayer = NULL ) = 0;
 virtual bool GetPlayerPosition( Vector org, QAngle ang,
   IClientEntity *pClientPlayer = NULL ) = 0;
 virtual bool SetPlayerFOV( int fov, IClientEntity
   *pClientPlayer
   =
   NULL ) = 0;
 virtual int GetPlayerFOV( IClientEntity *pClientPlayer =
   NULL ) =
   0;
 virtual bool IsInNoClipMode( IClientEntity *pClientPlayer =
   NULL
   )
   =
   0;
  
 // entity searching
 virtual void *FirstEntity( void ) = 0;
 virtual void *NextEntity( void *pEntity ) = 0;
 virtual 

Re: [hlcoders] Latest engine updates breaking sdk?

2008-03-03 Thread Matt Stafford
--
[ Picked text/plain from multipart/alternative ]
Well I'm not workin on an MP mod so I can't test this. Question is, are you
on Source SDK Base OB (Appid 218) or Ep2/TF2 (420/440)? Not sure if they're
both being updated, but we're still waiting on another SDK update anyway.

On Tue, Mar 4, 2008 at 3:50 PM, Ryan Sheffer [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Hey

 So with the latest steam updates I've noticed a couple things with our
 mod.
 Scoreboard avatars no longer work, and the only way you can see servers is
 through the custom tag server window. Anyone else noticed these?

 --
 ~Ryan
 --

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http://www.wraiyth.com
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[hlcoders] Latest engine updates breaking sdk?

2008-03-03 Thread Ryan Sheffer
--
[ Picked text/plain from multipart/alternative ]
Hey

So with the latest steam updates I've noticed a couple things with our mod.
Scoreboard avatars no longer work, and the only way you can see servers is
through the custom tag server window. Anyone else noticed these?

--
~Ryan
--

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