Re: [hlcoders] specating bug and rounds not ending

2008-12-23 Thread cheeseh-bu
I think we'd also need to see what you do with the counter variables afater
finding them, as I don't see much wrong with that code just looking at it.
hope i can help with it..


On Tue, Dec 23, 2008 at 5:29 PM, Yorg Kuijs  wrote:

> Hey list,
>
> my previous attemts at making a windnade turned out good :D
> so I'm now going back to fixing some bugs
>
> First bug is been in for a while and I've seen other mods that have it too:
> Now and then spectate is bugged, when you free view into a wall it will
> constantly fall down into the map and you can't stop it, or you are
> stuck on your dead body, though you can get loose if u try hard enough
> but then if u go into a wall again you are back to your own body.
>
> A long time ago I posted this problem and was told to set
> mp_forcerespawn to 1, which was already on 1 and to have the mapper add
> some entity to the map which was done as well, the problem has remained
> since and it wasn't too bad while the mod used deathmatch, but now my
> gametypes are last man standing and last team standing, when a player
> runs out of lives they are now forced to spectate and so they are
> confronted often with the bug, other spectate views work fine until you
> free view into a wall.
>
> Second bug is that rounds aren't ending sometimes, today I happened to
> notice that the last 2 guys alive died at the same time, though I'm not
> 100% sure that's the problem, but the round is supposed to end when
> there's 2 or more players and 1 alive, or if 0 alive then its a draw and
> it ends the round as well.
> However like I said sometimes it doesn't do it.
>
> Players are counted like this:
>int playercountertotal = 0;
>int playercounter = 0;
>int rebelcountertotal = 0;
>int rebelcounter = 0;
>int combinecountertotal = 0;
>int combinecounter = 0;
>
>for ( int i = 1; i <= gpGlobals->maxClients; i++ )
>{
>CHL2MP_Player *pPlayer = (CHL2MP_Player*) UTIL_PlayerByIndex( i );
>
>if ( !pPlayer || pPlayer->GetTeamNumber() == TEAM_SPECTATOR )
>continue;
>
>if( IsTeamplay() == true )
>{
>if( pPlayer && pPlayer->GetTeamNumber() == TEAM_COMBINE )
>combinecountertotal++;
>if( pPlayer && pPlayer->GetTeamNumber() == TEAM_REBELS )
>rebelcountertotal++;
>if( pPlayer && pPlayer->GetTeamNumber() == TEAM_COMBINE &&
> ToHL2MPPlayer(pPlayer)->GetTeamPlayerLives()>0 )
>combinecounter++;
>if( pPlayer && pPlayer->GetTeamNumber() == TEAM_REBELS &&
> ToHL2MPPlayer(pPlayer)->GetTeamPlayerLives()>0 )
>rebelcounter++;
>}
>else
>{
>if ( pPlayer )
>{
>//Total players
>playercountertotal++;
>
>//Alive players
>if( ToHL2MPPlayer(pPlayer)->GetPlayerLives()>0)
>playercounter++;
>}
>}
>}
>
> any idea on how to fix these 2 things?
>
> ___
> 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



Re: [hlcoders] Orange Box bot plugin - SVN available - anyone willing to contribute?

2008-12-23 Thread eddie renalie
alliedmods.net has been hosting a repository of the source sdk modified to
be compatible with GCC 4.* for at least a year (which helps a ton). I doubt
that Valve would care if other people hosted the source sdk als long as
there's no intent to do anything commercial with it.

On Tue, Dec 23, 2008 at 2:45 PM, Olly  wrote:

> You really need to learn the facts before making statements like you do.
> If someone posted any CLOSED source code of valve, it would be off very
> quick. And chances are, you wouldn't even know about it.
>
> Do you even know how many open-source projects that are based on the sdk
> exist already? It would seem you don't.
>
> Anyone can download the source SDK from steam, as many times as you want,
> and within reason, you can do what you like with it (as-long as its no
> profit). The SDK is posted up on numerous websites.
>
> Did you also get a written confirmation from valve that they hate
> open-source?
>
> 2008/12/23 Nick 
>
> > Because valve hates open source with a vengeance, and also some one
> > posted the entire valve source sdk onto sourceforge?? Sourceforge, the
> > open source code sharing place? If that doesn't get a call from the
> > lawyers I don't know what will
> >
> > https://rcbot2.svn.sourceforge.net/svnroot/rcbot2/
> >
> >
> https://rcbot2.svn.sourceforge.net/svnroot/rcbot2/game/client/animatedtextureproxy.cpp
> >
> > I would like the idea of an open source tf2 bot, but the likely hood
> > of valve tolerating it is like zero. Right now, If I was Valve, I
> > would ignore this thread and just send the lawyers in with a DMCA
> > takedown. Big corporations tend to do that.
> >
> >
> > On Mon, Dec 22, 2008 at 8:33 PM, Daniel Glenn 
> > wrote:
> > > Because... not everyone has an internet connection worth playing? Also,
> > some
> > > Source mods don't have that many players anyway.
> > >
> > > Also, answer this for me. Why would Valve sue someone because they made
> a
> > > bot plugin?
> > >
> > > Anyway, this is a great idea and I hope that it blossoms into something
> > big.
> > > HL1 had a great bot community.
> > >
> > > On Mon, Dec 22, 2008 at 8:21 PM, Nick  wrote:
> > >
> > >> I don't understand why anyone would ever want to go through the hassle
> > >> and waste of time to make a bot framework for orange box. Then they
> > >> want to make it open source, (not their code btw), and prey valve
> > >> doesn't stick their lawyers on them.
> > >>
> > >> If valve doesn't want to make an bot for tf2, why would you want
> > to???
> > >>
> > >> TF2 is a really fun game, there is no point in destroying it by
> > >> playing against bots.
> > >>
> > >> On Mon, Dec 22, 2008 at 4:34 PM, cheeseh-bu 
> wrote:
> > >> > Hi all,
> > >> >
> > >> > first of all, thanks for the help to get my plugin for the Orange
> box
> > SDK
> > >> > working, My plugin is at *http://rcbot.bots-united.com*
> > >> >
> > >> > Now just a message for anyone interested in contributing to the
> source
> > >> (Bear
> > >> > in mind it is in *Alpha stage*):
> > >> >
> > >> > So now I'm just doing a little advertising for my bot framework for
> > >> Orange
> > >> > Box, I'm basically *looking for developers* that are interested in
> > >> > contributing to generating a more functional HL2 bot (For mods such
> as
> > >> TF2,
> > >> > FF, and MODs in the pipeline such as NS2, SvenCoop2 etc..) by using
> > the
> > >> *SVN
> > >> > *code repository.
> > >> >
> > >> > The latest *Rcbot2* source code is up on SVN here,
> > >> >
> > >> > https://sourceforge.net/svn/?group_id=248612
> > >> >
> > >> > If interested in developing make a sourceforge account and contact
> me.
> > >> >
> > >> > If you have Visual Studio, use:
> > >> >
> > >> > http://ankhsvn.open.collab.net/
> > >> >
> > >> > and the repository:
> > >> >
> > >> > https://rcbot2.svn.sourceforge.net/svnroot/rcbot2
> > >> >
> > >> > *Don't forget* to put it into a new folder (such as RCBot2) in the
> > Source
> > >> > SDK utils directory
> > >> >
> > >> > (If u need any help with SVN give me a message)
> > >> >
> > >> > Hope some out there are interested
> > >> >
> > >> > (now time to rest and have a merry xmas + new year )
> > >> >
> > >> >
> > >> > Thanks!!!
> > >> >
> > >> > -[RCbot] Cheeseh
> > >> > ___
> > >> > 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 uns

Re: [hlcoders] Orange Box bot plugin - SVN available - anyone willing to contribute?

2008-12-23 Thread Olly
You really need to learn the facts before making statements like you do.
If someone posted any CLOSED source code of valve, it would be off very
quick. And chances are, you wouldn't even know about it.

Do you even know how many open-source projects that are based on the sdk
exist already? It would seem you don't.

Anyone can download the source SDK from steam, as many times as you want,
and within reason, you can do what you like with it (as-long as its no
profit). The SDK is posted up on numerous websites.

Did you also get a written confirmation from valve that they hate
open-source?

2008/12/23 Nick 

> Because valve hates open source with a vengeance, and also some one
> posted the entire valve source sdk onto sourceforge?? Sourceforge, the
> open source code sharing place? If that doesn't get a call from the
> lawyers I don't know what will
>
> https://rcbot2.svn.sourceforge.net/svnroot/rcbot2/
>
> https://rcbot2.svn.sourceforge.net/svnroot/rcbot2/game/client/animatedtextureproxy.cpp
>
> I would like the idea of an open source tf2 bot, but the likely hood
> of valve tolerating it is like zero. Right now, If I was Valve, I
> would ignore this thread and just send the lawyers in with a DMCA
> takedown. Big corporations tend to do that.
>
>
> On Mon, Dec 22, 2008 at 8:33 PM, Daniel Glenn 
> wrote:
> > Because... not everyone has an internet connection worth playing? Also,
> some
> > Source mods don't have that many players anyway.
> >
> > Also, answer this for me. Why would Valve sue someone because they made a
> > bot plugin?
> >
> > Anyway, this is a great idea and I hope that it blossoms into something
> big.
> > HL1 had a great bot community.
> >
> > On Mon, Dec 22, 2008 at 8:21 PM, Nick  wrote:
> >
> >> I don't understand why anyone would ever want to go through the hassle
> >> and waste of time to make a bot framework for orange box. Then they
> >> want to make it open source, (not their code btw), and prey valve
> >> doesn't stick their lawyers on them.
> >>
> >> If valve doesn't want to make an bot for tf2, why would you want
> to???
> >>
> >> TF2 is a really fun game, there is no point in destroying it by
> >> playing against bots.
> >>
> >> On Mon, Dec 22, 2008 at 4:34 PM, cheeseh-bu  wrote:
> >> > Hi all,
> >> >
> >> > first of all, thanks for the help to get my plugin for the Orange box
> SDK
> >> > working, My plugin is at *http://rcbot.bots-united.com*
> >> >
> >> > Now just a message for anyone interested in contributing to the source
> >> (Bear
> >> > in mind it is in *Alpha stage*):
> >> >
> >> > So now I'm just doing a little advertising for my bot framework for
> >> Orange
> >> > Box, I'm basically *looking for developers* that are interested in
> >> > contributing to generating a more functional HL2 bot (For mods such as
> >> TF2,
> >> > FF, and MODs in the pipeline such as NS2, SvenCoop2 etc..) by using
> the
> >> *SVN
> >> > *code repository.
> >> >
> >> > The latest *Rcbot2* source code is up on SVN here,
> >> >
> >> > https://sourceforge.net/svn/?group_id=248612
> >> >
> >> > If interested in developing make a sourceforge account and contact me.
> >> >
> >> > If you have Visual Studio, use:
> >> >
> >> > http://ankhsvn.open.collab.net/
> >> >
> >> > and the repository:
> >> >
> >> > https://rcbot2.svn.sourceforge.net/svnroot/rcbot2
> >> >
> >> > *Don't forget* to put it into a new folder (such as RCBot2) in the
> Source
> >> > SDK utils directory
> >> >
> >> > (If u need any help with SVN give me a message)
> >> >
> >> > Hope some out there are interested
> >> >
> >> > (now time to rest and have a merry xmas + new year )
> >> >
> >> >
> >> > Thanks!!!
> >> >
> >> > -[RCbot] Cheeseh
> >> > ___
> >> > 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
>
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Orange Box bot plugin - SVN available - anyone willing to contribute?

2008-12-23 Thread 1nsane
But if valve finds this useful... Surely they could work something out. Not
like bots would hurt their MP games. The opposite, would make them possible
to play offline.

On Tue, Dec 23, 2008 at 5:00 PM, Nick  wrote:

> Because valve hates open source with a vengeance, and also some one
> posted the entire valve source sdk onto sourceforge?? Sourceforge, the
> open source code sharing place? If that doesn't get a call from the
> lawyers I don't know what will
>
> https://rcbot2.svn.sourceforge.net/svnroot/rcbot2/
>
> https://rcbot2.svn.sourceforge.net/svnroot/rcbot2/game/client/animatedtextureproxy.cpp
>
> I would like the idea of an open source tf2 bot, but the likely hood
> of valve tolerating it is like zero. Right now, If I was Valve, I
> would ignore this thread and just send the lawyers in with a DMCA
> takedown. Big corporations tend to do that.
>
>
> On Mon, Dec 22, 2008 at 8:33 PM, Daniel Glenn 
> wrote:
> > Because... not everyone has an internet connection worth playing? Also,
> some
> > Source mods don't have that many players anyway.
> >
> > Also, answer this for me. Why would Valve sue someone because they made a
> > bot plugin?
> >
> > Anyway, this is a great idea and I hope that it blossoms into something
> big.
> > HL1 had a great bot community.
> >
> > On Mon, Dec 22, 2008 at 8:21 PM, Nick  wrote:
> >
> >> I don't understand why anyone would ever want to go through the hassle
> >> and waste of time to make a bot framework for orange box. Then they
> >> want to make it open source, (not their code btw), and prey valve
> >> doesn't stick their lawyers on them.
> >>
> >> If valve doesn't want to make an bot for tf2, why would you want
> to???
> >>
> >> TF2 is a really fun game, there is no point in destroying it by
> >> playing against bots.
> >>
> >> On Mon, Dec 22, 2008 at 4:34 PM, cheeseh-bu  wrote:
> >> > Hi all,
> >> >
> >> > first of all, thanks for the help to get my plugin for the Orange box
> SDK
> >> > working, My plugin is at *http://rcbot.bots-united.com*
> >> >
> >> > Now just a message for anyone interested in contributing to the source
> >> (Bear
> >> > in mind it is in *Alpha stage*):
> >> >
> >> > So now I'm just doing a little advertising for my bot framework for
> >> Orange
> >> > Box, I'm basically *looking for developers* that are interested in
> >> > contributing to generating a more functional HL2 bot (For mods such as
> >> TF2,
> >> > FF, and MODs in the pipeline such as NS2, SvenCoop2 etc..) by using
> the
> >> *SVN
> >> > *code repository.
> >> >
> >> > The latest *Rcbot2* source code is up on SVN here,
> >> >
> >> > https://sourceforge.net/svn/?group_id=248612
> >> >
> >> > If interested in developing make a sourceforge account and contact me.
> >> >
> >> > If you have Visual Studio, use:
> >> >
> >> > http://ankhsvn.open.collab.net/
> >> >
> >> > and the repository:
> >> >
> >> > https://rcbot2.svn.sourceforge.net/svnroot/rcbot2
> >> >
> >> > *Don't forget* to put it into a new folder (such as RCBot2) in the
> Source
> >> > SDK utils directory
> >> >
> >> > (If u need any help with SVN give me a message)
> >> >
> >> > Hope some out there are interested
> >> >
> >> > (now time to rest and have a merry xmas + new year )
> >> >
> >> >
> >> > Thanks!!!
> >> >
> >> > -[RCbot] Cheeseh
> >> > ___
> >> > 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
>
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Orange Box bot plugin - SVN available - anyone willing to contribute?

2008-12-23 Thread Jed
>From my own experience I don't think Valve are THAT bad and would ask
politely for it to be removed. That said there must be at least a
dozen other full dumps of the SDK code in various doxygen/svn
repositories on the web. Heck just google for a common SDK class name
and it'll come up in Google. I think there's even a full copy on
koders.com.

I think the only sensible solution is to have a closed SVN and publish
patches rather than the full code.

- Jed

2008/12/23 Nick :
> Because valve hates open source with a vengeance, and also some one
> posted the entire valve source sdk onto sourceforge?? Sourceforge, the
> open source code sharing place? If that doesn't get a call from the
> lawyers I don't know what will
>
> https://rcbot2.svn.sourceforge.net/svnroot/rcbot2/
> https://rcbot2.svn.sourceforge.net/svnroot/rcbot2/game/client/animatedtextureproxy.cpp
>
> I would like the idea of an open source tf2 bot, but the likely hood
> of valve tolerating it is like zero. Right now, If I was Valve, I
> would ignore this thread and just send the lawyers in with a DMCA
> takedown. Big corporations tend to do that.
>
>
> On Mon, Dec 22, 2008 at 8:33 PM, Daniel Glenn  
> wrote:
>> Because... not everyone has an internet connection worth playing? Also, some
>> Source mods don't have that many players anyway.
>>
>> Also, answer this for me. Why would Valve sue someone because they made a
>> bot plugin?
>>
>> Anyway, this is a great idea and I hope that it blossoms into something big.
>> HL1 had a great bot community.
>>
>> On Mon, Dec 22, 2008 at 8:21 PM, Nick  wrote:
>>
>>> I don't understand why anyone would ever want to go through the hassle
>>> and waste of time to make a bot framework for orange box. Then they
>>> want to make it open source, (not their code btw), and prey valve
>>> doesn't stick their lawyers on them.
>>>
>>> If valve doesn't want to make an bot for tf2, why would you want to???
>>>
>>> TF2 is a really fun game, there is no point in destroying it by
>>> playing against bots.
>>>
>>> On Mon, Dec 22, 2008 at 4:34 PM, cheeseh-bu  wrote:
>>> > Hi all,
>>> >
>>> > first of all, thanks for the help to get my plugin for the Orange box SDK
>>> > working, My plugin is at *http://rcbot.bots-united.com*
>>> >
>>> > Now just a message for anyone interested in contributing to the source
>>> (Bear
>>> > in mind it is in *Alpha stage*):
>>> >
>>> > So now I'm just doing a little advertising for my bot framework for
>>> Orange
>>> > Box, I'm basically *looking for developers* that are interested in
>>> > contributing to generating a more functional HL2 bot (For mods such as
>>> TF2,
>>> > FF, and MODs in the pipeline such as NS2, SvenCoop2 etc..) by using the
>>> *SVN
>>> > *code repository.
>>> >
>>> > The latest *Rcbot2* source code is up on SVN here,
>>> >
>>> > https://sourceforge.net/svn/?group_id=248612
>>> >
>>> > If interested in developing make a sourceforge account and contact me.
>>> >
>>> > If you have Visual Studio, use:
>>> >
>>> > http://ankhsvn.open.collab.net/
>>> >
>>> > and the repository:
>>> >
>>> > https://rcbot2.svn.sourceforge.net/svnroot/rcbot2
>>> >
>>> > *Don't forget* to put it into a new folder (such as RCBot2) in the Source
>>> > SDK utils directory
>>> >
>>> > (If u need any help with SVN give me a message)
>>> >
>>> > Hope some out there are interested
>>> >
>>> > (now time to rest and have a merry xmas + new year )
>>> >
>>> >
>>> > Thanks!!!
>>> >
>>> > -[RCbot] Cheeseh
>>> > ___
>>> > 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
>
>

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Orange Box bot plugin - SVN available - anyone willing to contribute?

2008-12-23 Thread Nick
Because valve hates open source with a vengeance, and also some one
posted the entire valve source sdk onto sourceforge?? Sourceforge, the
open source code sharing place? If that doesn't get a call from the
lawyers I don't know what will

https://rcbot2.svn.sourceforge.net/svnroot/rcbot2/
https://rcbot2.svn.sourceforge.net/svnroot/rcbot2/game/client/animatedtextureproxy.cpp

I would like the idea of an open source tf2 bot, but the likely hood
of valve tolerating it is like zero. Right now, If I was Valve, I
would ignore this thread and just send the lawyers in with a DMCA
takedown. Big corporations tend to do that.


On Mon, Dec 22, 2008 at 8:33 PM, Daniel Glenn  wrote:
> Because... not everyone has an internet connection worth playing? Also, some
> Source mods don't have that many players anyway.
>
> Also, answer this for me. Why would Valve sue someone because they made a
> bot plugin?
>
> Anyway, this is a great idea and I hope that it blossoms into something big.
> HL1 had a great bot community.
>
> On Mon, Dec 22, 2008 at 8:21 PM, Nick  wrote:
>
>> I don't understand why anyone would ever want to go through the hassle
>> and waste of time to make a bot framework for orange box. Then they
>> want to make it open source, (not their code btw), and prey valve
>> doesn't stick their lawyers on them.
>>
>> If valve doesn't want to make an bot for tf2, why would you want to???
>>
>> TF2 is a really fun game, there is no point in destroying it by
>> playing against bots.
>>
>> On Mon, Dec 22, 2008 at 4:34 PM, cheeseh-bu  wrote:
>> > Hi all,
>> >
>> > first of all, thanks for the help to get my plugin for the Orange box SDK
>> > working, My plugin is at *http://rcbot.bots-united.com*
>> >
>> > Now just a message for anyone interested in contributing to the source
>> (Bear
>> > in mind it is in *Alpha stage*):
>> >
>> > So now I'm just doing a little advertising for my bot framework for
>> Orange
>> > Box, I'm basically *looking for developers* that are interested in
>> > contributing to generating a more functional HL2 bot (For mods such as
>> TF2,
>> > FF, and MODs in the pipeline such as NS2, SvenCoop2 etc..) by using the
>> *SVN
>> > *code repository.
>> >
>> > The latest *Rcbot2* source code is up on SVN here,
>> >
>> > https://sourceforge.net/svn/?group_id=248612
>> >
>> > If interested in developing make a sourceforge account and contact me.
>> >
>> > If you have Visual Studio, use:
>> >
>> > http://ankhsvn.open.collab.net/
>> >
>> > and the repository:
>> >
>> > https://rcbot2.svn.sourceforge.net/svnroot/rcbot2
>> >
>> > *Don't forget* to put it into a new folder (such as RCBot2) in the Source
>> > SDK utils directory
>> >
>> > (If u need any help with SVN give me a message)
>> >
>> > Hope some out there are interested
>> >
>> > (now time to rest and have a merry xmas + new year )
>> >
>> >
>> > Thanks!!!
>> >
>> > -[RCbot] Cheeseh
>> > ___
>> > 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



Re: [hlcoders] specating bug and rounds not ending

2008-12-23 Thread Yorg Kuijs
Gonna try the movetype noclip.
Any clues on why it leaves a round going in some cases when it shouldnt?
both 1 players and 0 players(and less???) is covered so there's no room 
left for not doing it(unless more then one alive ofc)

Maarten De Meyer wrote:
> I fixed mine with
>
> http://forums.thewavelength.net/index.php?showtopic=11140&st=15
>
> hth
>   


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] specating bug and rounds not ending

2008-12-23 Thread Maarten De Meyer
I fixed mine with

http://forums.thewavelength.net/index.php?showtopic=11140&st=15

hth

> Hey list,
>
> my previous attemts at making a windnade turned out good :D
> so I'm now going back to fixing some bugs
>
> First bug is been in for a while and I've seen other mods that have it
> too:
> Now and then spectate is bugged, when you free view into a wall it will
> constantly fall down into the map and you can't stop it, or you are
> stuck on your dead body, though you can get loose if u try hard enough
> but then if u go into a wall again you are back to your own body.
>
> A long time ago I posted this problem and was told to set
> mp_forcerespawn to 1, which was already on 1 and to have the mapper add
> some entity to the map which was done as well, the problem has remained
> since and it wasn't too bad while the mod used deathmatch, but now my
> gametypes are last man standing and last team standing, when a player
> runs out of lives they are now forced to spectate and so they are
> confronted often with the bug, other spectate views work fine until you
> free view into a wall.
>
> Second bug is that rounds aren't ending sometimes, today I happened to
> notice that the last 2 guys alive died at the same time, though I'm not
> 100% sure that's the problem, but the round is supposed to end when
> there's 2 or more players and 1 alive, or if 0 alive then its a draw and
> it ends the round as well.
> However like I said sometimes it doesn't do it.
>
> Players are counted like this:
> int playercountertotal = 0;
> int playercounter = 0;
> int rebelcountertotal = 0;
> int rebelcounter = 0;
> int combinecountertotal = 0;
> int combinecounter = 0;
>
> for ( int i = 1; i <= gpGlobals->maxClients; i++ )
> {
> CHL2MP_Player *pPlayer = (CHL2MP_Player*) UTIL_PlayerByIndex( i );
>
> if ( !pPlayer || pPlayer->GetTeamNumber() == TEAM_SPECTATOR )
> continue;
>
> if( IsTeamplay() == true )
> {
> if( pPlayer && pPlayer->GetTeamNumber() == TEAM_COMBINE )
> combinecountertotal++;
> if( pPlayer && pPlayer->GetTeamNumber() == TEAM_REBELS )
> rebelcountertotal++;
> if( pPlayer && pPlayer->GetTeamNumber() == TEAM_COMBINE &&
> ToHL2MPPlayer(pPlayer)->GetTeamPlayerLives()>0 )
> combinecounter++;
> if( pPlayer && pPlayer->GetTeamNumber() == TEAM_REBELS &&
> ToHL2MPPlayer(pPlayer)->GetTeamPlayerLives()>0 )
> rebelcounter++;
> }
> else
> {
> if ( pPlayer )
> {
> //Total players
> playercountertotal++;
>
> //Alive players
> if( ToHL2MPPlayer(pPlayer)->GetPlayerLives()>0)
> playercounter++;
> }
> }
> }
>
> any idea on how to fix these 2 things?
>
> ___
> 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



Re: [hlcoders] specating bug and rounds not ending

2008-12-23 Thread Mack Corl
I think we fixed that first bug in my mod by calling PostThinkVPhysics(); in
the Spawn() function of sdk_player, before putting the player into the
observer mode.



On Tue, Dec 23, 2008 at 12:29 PM, Yorg Kuijs  wrote:

> Hey list,
>
> my previous attemts at making a windnade turned out good :D
> so I'm now going back to fixing some bugs
>
> First bug is been in for a while and I've seen other mods that have it too:
> Now and then spectate is bugged, when you free view into a wall it will
> constantly fall down into the map and you can't stop it, or you are
> stuck on your dead body, though you can get loose if u try hard enough
> but then if u go into a wall again you are back to your own body.
>
> A long time ago I posted this problem and was told to set
> mp_forcerespawn to 1, which was already on 1 and to have the mapper add
> some entity to the map which was done as well, the problem has remained
> since and it wasn't too bad while the mod used deathmatch, but now my
> gametypes are last man standing and last team standing, when a player
> runs out of lives they are now forced to spectate and so they are
> confronted often with the bug, other spectate views work fine until you
> free view into a wall.
>
> Second bug is that rounds aren't ending sometimes, today I happened to
> notice that the last 2 guys alive died at the same time, though I'm not
> 100% sure that's the problem, but the round is supposed to end when
> there's 2 or more players and 1 alive, or if 0 alive then its a draw and
> it ends the round as well.
> However like I said sometimes it doesn't do it.
>
> Players are counted like this:
>int playercountertotal = 0;
>int playercounter = 0;
>int rebelcountertotal = 0;
>int rebelcounter = 0;
>int combinecountertotal = 0;
>int combinecounter = 0;
>
>for ( int i = 1; i <= gpGlobals->maxClients; i++ )
>{
>CHL2MP_Player *pPlayer = (CHL2MP_Player*) UTIL_PlayerByIndex( i );
>
>if ( !pPlayer || pPlayer->GetTeamNumber() == TEAM_SPECTATOR )
>continue;
>
>if( IsTeamplay() == true )
>{
>if( pPlayer && pPlayer->GetTeamNumber() == TEAM_COMBINE )
>combinecountertotal++;
>if( pPlayer && pPlayer->GetTeamNumber() == TEAM_REBELS )
>rebelcountertotal++;
>if( pPlayer && pPlayer->GetTeamNumber() == TEAM_COMBINE &&
> ToHL2MPPlayer(pPlayer)->GetTeamPlayerLives()>0 )
>combinecounter++;
>if( pPlayer && pPlayer->GetTeamNumber() == TEAM_REBELS &&
> ToHL2MPPlayer(pPlayer)->GetTeamPlayerLives()>0 )
>rebelcounter++;
>}
>else
>{
>if ( pPlayer )
>{
>//Total players
>playercountertotal++;
>
>//Alive players
>if( ToHL2MPPlayer(pPlayer)->GetPlayerLives()>0)
>playercounter++;
>}
>}
>}
>
> any idea on how to fix these 2 things?
>
> ___
> 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



[hlcoders] specating bug and rounds not ending

2008-12-23 Thread Yorg Kuijs
Hey list,

my previous attemts at making a windnade turned out good :D
so I'm now going back to fixing some bugs

First bug is been in for a while and I've seen other mods that have it too:
Now and then spectate is bugged, when you free view into a wall it will 
constantly fall down into the map and you can't stop it, or you are 
stuck on your dead body, though you can get loose if u try hard enough 
but then if u go into a wall again you are back to your own body.

A long time ago I posted this problem and was told to set 
mp_forcerespawn to 1, which was already on 1 and to have the mapper add 
some entity to the map which was done as well, the problem has remained 
since and it wasn't too bad while the mod used deathmatch, but now my 
gametypes are last man standing and last team standing, when a player 
runs out of lives they are now forced to spectate and so they are 
confronted often with the bug, other spectate views work fine until you 
free view into a wall.

Second bug is that rounds aren't ending sometimes, today I happened to 
notice that the last 2 guys alive died at the same time, though I'm not 
100% sure that's the problem, but the round is supposed to end when 
there's 2 or more players and 1 alive, or if 0 alive then its a draw and 
it ends the round as well.
However like I said sometimes it doesn't do it.

Players are counted like this:
int playercountertotal = 0;
int playercounter = 0;
int rebelcountertotal = 0;
int rebelcounter = 0;
int combinecountertotal = 0;
int combinecounter = 0;

for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CHL2MP_Player *pPlayer = (CHL2MP_Player*) UTIL_PlayerByIndex( i );

if ( !pPlayer || pPlayer->GetTeamNumber() == TEAM_SPECTATOR )
continue;

if( IsTeamplay() == true )
{
if( pPlayer && pPlayer->GetTeamNumber() == TEAM_COMBINE )
combinecountertotal++;
if( pPlayer && pPlayer->GetTeamNumber() == TEAM_REBELS )
rebelcountertotal++;
if( pPlayer && pPlayer->GetTeamNumber() == TEAM_COMBINE && 
ToHL2MPPlayer(pPlayer)->GetTeamPlayerLives()>0 )
combinecounter++;
if( pPlayer && pPlayer->GetTeamNumber() == TEAM_REBELS && 
ToHL2MPPlayer(pPlayer)->GetTeamPlayerLives()>0 )
rebelcounter++;
}
else
{ 
if ( pPlayer )
{
//Total players
playercountertotal++;

//Alive players
if( ToHL2MPPlayer(pPlayer)->GetPlayerLives()>0)
playercounter++;
}
}
}

any idea on how to fix these 2 things?

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Orange Box bot plugin - SVN available - anyone willing to contribute?

2008-12-23 Thread botman
cheeseh-bu wrote:
> Hi all,
> 
> first of all, thanks for the help to get my plugin for the Orange box SDK
> working, My plugin is at *http://rcbot.bots-united.com*
> 
> Now just a message for anyone interested in contributing to the source (Bear
> in mind it is in *Alpha stage*):

Yay!  Something to keep me occupied over the Christmas break.

It's either that, or play Portal for the eleventy-billionth time.  :)

-- 
Jeffrey "botman" Broome

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



[hlcoders] Grenades going through spawned models

2008-12-23 Thread Aditya Gaddam
Hi,

I have project where I am spawning some models programmatically. They
collide fine with me and most ammunition (including rockets, crossbow bolts,
SMG secondary fire), but grenades and the secondary fire for the assault
rifle seem to just go through.

The models being spawned derive from CBaseAnimating and have SOLID_VPHYSICS
via SetSolid. Does anyone have any idea why this would be?

Thanks,
Aditya

-- 
http://www.pixelfaction.com
AIM:ApeWithABrain
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders