Re: [hlcoders] Do high ping players cause extra lag?
There's a fundamental difference between having high latency and jumping around, jumpy players are spiking and usercmd's are all being executed in jumps and makes them harder to hit etc etc... But a player with a constant 400ms ping plays the same for himself and everyone else with lag compensation enabled. I used to play on dial up in 1.6 on U.S. servers from Ireland and the only times people complained was when it spiked... - Jay Quoting Minh : > Yea, that seems to make sense. I don't see how it would cause an extra > load on the server if a player is not sending his usercmd frequently. > That player will just warp more.. but the rest of the players will move > about fine and see each other fine. They would just see that high ping > bastard as warpy. > > Garry Newman wrote: >> I don't think so.. I think it's just looks like the server is lagging when >> players warp around and seem to buffer up before playing all their usercmds >> out in under a second. >> Also, I think I read somewhere that the lag compensation in Source only >> works up to 200ms - so I guess anyone with a ping over that could cause >> problems - not sure whether that would favour the lagger or the shooter >> though. >> >> garry >> >> On Tue, Oct 13, 2009 at 10:48 AM, Minh wrote: >> >> >>> Whenever I play on TF2 servers or CoD4 the server admins are constantly >>> booting players with high ping because they feel it puts a load on the >>> server and makes it slow for the rest of the players. Is this true? and >>> can someone explain why? >>> >>> ___ >>> 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] Do high ping players cause extra lag?
Was writing an email really quicker than a google search? http://www.google.com/search?q=Do+high+ping+players+cause+lag They don't cause any lag or slow down for other players or the server BUT if they have extremely large latency or spikes then they can have a jumpy effect that makes it very hard to shoot them. Think about it, even if the server or players waited for a response from players with low ping the game would be unplayable! - Jay Quoting Minh : > Whenever I play on TF2 servers or CoD4 the server admins are constantly > booting players with high ping because they feel it puts a load on the > server and makes it slow for the rest of the players. Is this true? and > can someone explain why? > > ___ > 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] CSS FOV since last update?
Thanks for your help but I've been around long enough to know all about network vars. I can't think of how it wouldn't be intentional though, breaking console commands wouldn't be too easily done! - Jay Quoting Saul Rennison : > A) No it wouldn't have been intentional. > B) Change the CBasePlayer::m_iFOV SendProp to change FOV > Thanks, > - Saul. > > > 2009/9/15 Jay Croghan > >> Hey, >> >> I would consider it a coding question as I'm writing code which used >> to use it server side via the IServerPluginHelpers interface and it >> stopped working after the last update with no console messages. I was >> simply wondering if this was intentional or not :) >> >> - Jay >> >> Quoting ZuM : >> >> > Well, but he asked why it isn't working with sv_cheats enable, so >> it is >> > considered as cheat but changing the values with sv_cheats enable >> does >> > nothing. >> > >> > Honestly, i don't know why it isn't working since i'm not a Valve >> employee >> > and also i don't play CS:S anymore to check if this is true :X. >> > >> > 2009/9/15 Jorge Rodriguez >> > >> >> Jay, >> >> >> >> I'm not sure if this is even a coding question, which is why you >> probably >> >> got all of the snarky replies. >> >> >> >> I'm not a Valve employee, but it think I would be accurate if I >> said that >> >> the reason fov is considered a cheat is because players used to >> set it to >> >> ridiculously large values to be able to see other players who were >> directly >> >> behind them, or zoom in to be able to see players far away, even >> without a >> >> scope or binoculars. >> >> >> >> It shouldn't be restricted entirely, but rather capped to a >> certain value >> >> range, like 80 to 120 or so. Can we stop bickering now? >> >> >> >> -- >> >> Jorge "Vino" Rodriguez >> >> ___ >> >> 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] CSS FOV since last update?
Hey, I would consider it a coding question as I'm writing code which used to use it server side via the IServerPluginHelpers interface and it stopped working after the last update with no console messages. I was simply wondering if this was intentional or not :) - Jay Quoting ZuM : > Well, but he asked why it isn't working with sv_cheats enable, so it is > considered as cheat but changing the values with sv_cheats enable does > nothing. > > Honestly, i don't know why it isn't working since i'm not a Valve employee > and also i don't play CS:S anymore to check if this is true :X. > > 2009/9/15 Jorge Rodriguez > >> Jay, >> >> I'm not sure if this is even a coding question, which is why you probably >> got all of the snarky replies. >> >> I'm not a Valve employee, but it think I would be accurate if I said that >> the reason fov is considered a cheat is because players used to set it to >> ridiculously large values to be able to see other players who were directly >> behind them, or zoom in to be able to see players far away, even without a >> scope or binoculars. >> >> It shouldn't be restricted entirely, but rather capped to a certain value >> range, like 80 to 120 or so. Can we stop bickering now? >> >> -- >> Jorge "Vino" Rodriguez >> ___ >> 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] CSS FOV since last update?
Thanks everyone for your oh so helpful replies as always. The last time I checked, sv_cheats was a server side variable and so was at the discretion of the server operator to have it enabled or disabled. And what sort of friggin cheat is 'fov' anyway you idiots. Could somebody from Valve please give an official answer? - Jay Quoting Jonathan Murphy : > If it isn't working then I guess it was broken. And most likely > intentionally. Why are you having to cheat this way anyway? > > On Tue, Sep 15, 2009 at 4:26 PM, Harry Jeffery < > harry101jeff...@googlemail.com> wrote: > >> I hope this is some kind of joke. >> >> 2009/9/15 Y Smith : >> > Fail. >> > >> > -Original Message- >> > From: hlcoders-boun...@list.valvesoftware.com >> > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Nick >> > Sent: Tuesday, 15 September 2009 11:28 AM >> > To: Discussion of Half-Life Programming >> > Subject: Re: [hlcoders] CSS FOV since last update? >> > >> > I need some good cheats, the last ones I used had some sort of bug and >> > they got me banned from some servers. Can someone please send me links >> > to good ones? >> > >> > On Mon, Sep 14, 2009 at 6:01 PM, Saul Rennison >> > wrote: >> >> Seeing as you're referencing a command that's only available with >> >> cheats on I'm presuming that this is some kind of server-side mod... >> >> >> >> Thanks, >> >> - Saul. >> >> >> >> On 14 Sep 2009, at 23:16, Jay Croghan wrote: >> >> >> >>> Saul, >> >>> >> >>> Thanks for on topic reply. It really answered me question. /sarcasm >> >>> >> >>> - Jay >> >>> >> >>> Quoting Saul Rennison : >> >>> >> >>>> CBasePlayer.m_iFOV? >> >>>> >> >>>> I, and plugins, never used the *fov* command to modify the FOV of >> >>> players. >> >>>> >> >>>> Thanks, >> >>>> - Saul. >> >>>> >> >>>> >> >>>> 2009/9/14 Jay Croghan >> >>>> >> >>>>> Howdy, >> >>>>> >> >>>>> Since the last update, the fov client command doesn't seem to be >> >>>>> working with sv_cheats enabled on CS:S servers, was this on >> >>> purpose? >> >>>>> >> >>>>> Thanks, >> >>>>> Jay >> >>>>> >> >>>>> >> >>>>> ___ >> >>>>> 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 >> > >> > >> > __ Information from ESET Smart Security, version of virus >> signature >> > database 4425 (20090914) __ >> > >> > The message was checked by ESET Smart Security. >> > >> > http://www.eset.com >> > >> > >> > >> > __ Information from ESET Smart Security, version of virus >> signature >> > database 4425 (20090914) __ >> > >> > The message was checked by ESET Smart Security. >> > >> > http://www.eset.com >> > >> > >> > >> > ___ >> > 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 >> >> > > > -- > Programmer for Resistance and Liberation > www.resistanceandliberation.com > Programmer for Red Tribe > www.redtribe.com > ___ > 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] CSS FOV since last update?
Saul, Thanks for on topic reply. It really answered me question. /sarcasm - Jay Quoting Saul Rennison : > CBasePlayer.m_iFOV? > > I, and plugins, never used the *fov* command to modify the FOV of players. > > Thanks, > - Saul. > > > 2009/9/14 Jay Croghan > >> Howdy, >> >> Since the last update, the fov client command doesn't seem to be >> working with sv_cheats enabled on CS:S servers, was this on purpose? >> >> Thanks, >> Jay >> >> >> ___ >> 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
[hlcoders] CSS FOV since last update?
Howdy, Since the last update, the fov client command doesn't seem to be working with sv_cheats enabled on CS:S servers, was this on purpose? Thanks, Jay ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player Frags
For a start why not try finding out where the Event_Killed is fired from? Don't you think that would be a function that's called when someone is killed? Or how about Player_Killed the function? - Jay Quoting Mukkan Yhtio <[EMAIL PROTECTED]>: Is there a function called when a player frags another player? Such as when you get killed Event_Killed is called. Thanks, Mukkan ___ 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] Downloadables Bug? VALVE?
You know, 99.99% of other games have just such options. But Valve believe they know what's best for us it would seem. - Jay Quoting Spencer 'voogru' MacDonald <[EMAIL PROTECTED]>: Fat chance of this happening right? http://www.voogru.com/images/inyourdreams.jpg Nah, that's just too easy. - voogru. ___ 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] Downloadables Bug? VALVE?
"Survived" is a light way of putting it. The take off of CS:S could just about be classified as a "survival" alright, while all the other OMG's take over it's market share it's sitting around "surviving". The first 6 years were full of expansion, until Source and all of it's restrictions that is. http://steampowered.com/v/index.php?area=stats&cc=IE 1/4 the number the CS:S servers as CS. Do you want me to explain why again or can you figure it out yourself by following the "Valve Survival Trail" game? Ye ye you can droll on about how they're expanding into other games and game types all you want but the fact of the matter is CS:S could have been alot better. - Jay Quoting Jorge Rodriguez <[EMAIL PROTECTED]>: -- [ Picked text/plain from multipart/alternative ] Funny how Valve has survived nigh on ten years now despite your dire predictions. -- Jorge "Vino" Rodriguez -- ___ 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] Downloadables Bug? VALVE?
Lately Valve have been of the opinion that their users are a heard of sheep with absolutely no self-intuition. As was said before and will be again, that attitude will be the death of Valve and it's games. - Jay Quoting Spencer 'voogru' MacDonald <[EMAIL PROTECTED]>: Intrusive? Make the font a little smaller maybe? If it's abused it's the users choice to leave the server. - voogru. -Original Message- From: David Anderson [mailto:[EMAIL PROTECTED] Sent: Tuesday, March 13, 2007 10:28 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Downloadables Bug? VALVE? I never knew that text could be so intrusive. Is it: a) The colors (think of the children!), b) The letters themselves (which could, on occasion, be combined to form words), or, c) The fact that they can be arbitrarily positioned? There's already a way to do "b" (white, centered), so I'm guessing there must be something abjectly heinous about the other two. If such is the case, why not add something for coloring but not positioning, or something for positioning but not coloring? ---David Anderson http://www.bailopan.net/ Yahn Bernier wrote: Alfred and I discussed and there was too much concern that it would be abused so we're going to leave it out for now. I think there are other ways for plugins to present info to clients that aren't as intrusive. Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of LDuke Sent: Tuesday, March 13, 2007 12:40 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Downloadables Bug? VALVE? -- [ Picked text/plain from multipart/alternative ] The downloadables bug fix is something a lot of plugin developers and server admins are very happy about having. Thank you. What about the "CenterPrintText font definition is missing from ClientScheme.res" ? Did that just not make it in, or is there some other reason that it won't be added? Grant (L. Duke) On 2/24/07, Yahn Bernier <[EMAIL PROTECTED]> wrote: Sure -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of LDuke Sent: Saturday, February 24, 2007 6:04 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Downloadables Bug? VALVE? -- [ Picked text/plain from multipart/alternative ] Another bug that's been around for a while: The CenterPrintText font definition is missing from ClientScheme.res so that a HudMsg doesn't get displayed. One of the guys at Turtlerock said he'd add it to the to-do list months ago. Would it be possible to add this fix to the next update also? I've been trying to show a timer in an unobtrusive place on the screen for a CAL match plugin for DODS, but there is really no way to do this right now. The plugin interface doesn't seem to obey the time parameter so can't be updated (plus it prints right on top of the flag status icons), the center say and hint text are too much in the way of the player's view. It would be an easy fix, just need to add the font definition for "CenterPrintText" to the ClientScheme.res file for CSS and DODS. Thanks, Grant (L. Duke) P.S. This is the definition I've been using to test but the players have to download a fixed .res file manually: CenterPrintText { "1" { "name""Trebuchet MS" "tall""24" "weight""900" "range""0x 0x007F"//Basic Latin "antialias" "1" "additive""1" } } ' On 2/24/07, Yahn Bernier <[EMAIL PROTECTED]> wrote: No ETA, probably in the next few weeks though. Yahn -- ___ 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 ___ 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, p
RE: [hlcoders] Downloadables Bug? VALVE?
Yahn, It doesn't matter how the materials or sounds are downloaded, .res or by adding it to the "downloadables" NetworkStringTable, the CS:S (HL2?) client still requires a restart before the content is usable. - Jay Quoting Yahn Bernier <[EMAIL PROTECTED]>: 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 ___ 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] Downloadables Bug? VALVE?
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 ___
Re: [hlcoders] r_screenoverlay client command.
Hey thanks Adam, I'm assuming that's on the client yes? I ask because I'm doing this via a CS:S Server Plugin so I don't have access to the client code >.< But with sv_cheats set to 1 it still doesn't work when executed from the server which is the really weird part. I know some commands have a new FCVAR_SERVER_CAN_EXECUTE flag but I thought that was just to do with cl_restrict_server_commands being set to 1, I imagined all commands were usable when it was set to 0... And, when I was testing with the client I was using r_screenoverlay "" to disable the fade, when I did r_screenoverlay instead of showing me a blank value it told me it was disabled so I assumed that was the correct way to disable it! Thanks, - Jay Quoting "Adam \amckern\ Mckern" <[EMAIL PROTECTED]>: Ok, try this (it will by pass cheats) cvar->FindVar("r_screenoverlay")->SetValue("materials/vgui/hud/test/test"); I know that works with number values, as its the back bone to primes motion blur - however, i have never tested it with a text string before, try it, and let me know if it works. Dont forget to make a pure alpha texture to display at your time out, becuase r_screenoverlay wont act very nicely to haveing blank input (cvar->FindVar("r_screenoverlay")->SetValue(""), expecting it to clear the current screen overlay. Adam --- Jay Croghan <[EMAIL PROTECTED]> wrote: Ok let me clear this up, when I said "I can r_screenoverlay anything I want using the client console" I meant I can use the command to overlay any texture that's currently precached. It's a custom vmt and it's located in materials/vgui/hud/test/test.vmt materials/vgui/hud/test/test.vtf, and all of the following commands work fine. r_screenoverlay materials/vgui/hud/test/test r_screenoverlay materials/vgui/hud/test/test.vmt r_screenoverlay "materials/vgui/hud/test/test" r_screenoverlay "materials/vgui/hud/test/test.vmt" What I was saying in my original email is that this works successfully if I type it into the client console, but if I use engine->ServerCommand or helpers->ServerCommand it doesn't work. If sv_cheats is 0 or cl_restrict_server_commands is 1 I get an error telling me so. - Jay Quoting Wim Barelds <[EMAIL PROTECTED]>: > -- > [ Picked text/plain from multipart/alternative ] > Unless there are any messages I didn't get, no you didn't. What you did say > was that the configuration appears to have been set up correctly. Is > thisstandard game content (gcf) or custom content? If custom, what is the > location of this content, and what is the exact command you're sending to > the client? Why I ask this is because the command starts looking inside the > materials folder, as such the material folder should not be included in the > given path. IE: "[modorgamename]/materials/vgui/black.vmt" would be: > "vgui/black" (*r_screenoverlay "vgui/black"*). > > Hope this helps. > > On 2/20/07, Jay C. <[EMAIL PROTECTED]> wrote: >> >> I said in my email it was working in the client console, the material >> exists >> and is precached... >> >> > -Original Message- >> > From: Wim Barelds [mailto:[EMAIL PROTECTED] >> > Sent: 19 February 2007 22:54 >> > To: hlcoders@list.valvesoftware.com >> > Subject: Re: [hlcoders] r_screenoverlay client command. >> > >> > -- >> > [ Picked text/plain from multipart/alternative ] >> > What r_screenoverlay does is it renders a texture in your materials >> folder >> > on top in front of everything else, once disabled >> > the texture will be bugged and showing through all other materials. If >> > you try to use it for a none-existing texture, nothing will happen, >> > including no error messages anywhere. >> > >> > >> > On 2/19/07, Jay Croghan <[EMAIL PROTECTED]> wrote: >> > > >> > > Evening folks, >> > > >> > > Was messing with r_screenoverlay and noticed something strange. >> > > >> > > With sv_cheats 1 I can r_screenoverlay anything I want using the >> > > client console, but using a server command to execute this for a >> > > client with sv_cheats set to 1 and cl_restrict_server_commands set to >> > > 0 on the client doesn't do anything at all, not even an error message >> > > in either client or server console. >> > > >> > > Anybody know what's going on here ? >> > > >> > > Thanks, >> > > - Jay >> > > >> > > >> > > >> > > >> &g
Re: [hlcoders] r_screenoverlay client command.
Ok let me clear this up, when I said "I can r_screenoverlay anything I want using the client console" I meant I can use the command to overlay any texture that's currently precached. It's a custom vmt and it's located in materials/vgui/hud/test/test.vmt materials/vgui/hud/test/test.vtf, and all of the following commands work fine. r_screenoverlay materials/vgui/hud/test/test r_screenoverlay materials/vgui/hud/test/test.vmt r_screenoverlay "materials/vgui/hud/test/test" r_screenoverlay "materials/vgui/hud/test/test.vmt" What I was saying in my original email is that this works successfully if I type it into the client console, but if I use engine->ServerCommand or helpers->ServerCommand it doesn't work. If sv_cheats is 0 or cl_restrict_server_commands is 1 I get an error telling me so. - Jay Quoting Wim Barelds <[EMAIL PROTECTED]>: -- [ Picked text/plain from multipart/alternative ] Unless there are any messages I didn't get, no you didn't. What you did say was that the configuration appears to have been set up correctly. Is thisstandard game content (gcf) or custom content? If custom, what is the location of this content, and what is the exact command you're sending to the client? Why I ask this is because the command starts looking inside the materials folder, as such the material folder should not be included in the given path. IE: "[modorgamename]/materials/vgui/black.vmt" would be: "vgui/black" (*r_screenoverlay "vgui/black"*). Hope this helps. On 2/20/07, Jay C. <[EMAIL PROTECTED]> wrote: I said in my email it was working in the client console, the material exists and is precached... > -Original Message- > From: Wim Barelds [mailto:[EMAIL PROTECTED] > Sent: 19 February 2007 22:54 > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] r_screenoverlay client command. > > -- > [ Picked text/plain from multipart/alternative ] > What r_screenoverlay does is it renders a texture in your materials folder > on top in front of everything else, once disabled > the texture will be bugged and showing through all other materials. If > you try to use it for a none-existing texture, nothing will happen, > including no error messages anywhere. > > > On 2/19/07, Jay Croghan <[EMAIL PROTECTED]> wrote: > > > > Evening folks, > > > > Was messing with r_screenoverlay and noticed something strange. > > > > With sv_cheats 1 I can r_screenoverlay anything I want using the > > client console, but using a server command to execute this for a > > client with sv_cheats set to 1 and cl_restrict_server_commands set to > > 0 on the client doesn't do anything at all, not even an error message > > in either client or server console. > > > > Anybody know what's going on here ? > > > > Thanks, > > - Jay > > > > > > > > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > -- > ___ > Wim 'TheUnknownFactor' Barelds > [EMAIL PROTECTED] > -- > > ___ > 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 -- ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED] -- ___ 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] r_screenoverlay client command.
Evening folks, Was messing with r_screenoverlay and noticed something strange. With sv_cheats 1 I can r_screenoverlay anything I want using the client console, but using a server command to execute this for a client with sv_cheats set to 1 and cl_restrict_server_commands set to 0 on the client doesn't do anything at all, not even an error message in either client or server console. Anybody know what's going on here ? Thanks, - Jay ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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, 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 ___ 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] How to send text files, mdl files, etc to a clients computer?
You could try this version also... http://forums.alliedmods.net/showpost.php?p=338003&postcount=17 It checks for the existence of the file before adding it to the dl table. - Jay Quoting LDuke <[EMAIL PROTECTED]>: -- [ Picked text/plain from multipart/alternative ] http://forums.alliedmods.net/showpost.php?p=326764&postcount=7 It will only download the file if a file by that name doesn't already exist on the client's machine, so you can't use this method to update existing files. On 2/15/07, Ryan Sheffer <[EMAIL PROTECTED]> wrote: -- [ Picked text/plain from multipart/alternative ] Hi I'm just wondering if there is an easy way of sending say a model, sound, txt, material file from the server to a clients machine. I can think of a way of doing this, but before I go with a more manual approach, perhaps Valve have left us some handy functions or code so we don't have to write our own. Not to seem lazy or anything ;) It is really just my own curiosity at this point and could be handy. I know the res files will send sounds, materials, etc to a clients machine when the map loads, but I need a way of doing this outside of a map res file. Thanks :D -- ~skidz -- ___ 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] UTIL_BloodStream (I mean STREAM) (No Texture)
How about looking at the correct function; namely UTIL_BloodStream; and forget about the materials and functions pertaining to UTIL_BloodSpray, hows that sound? - Jay Quoting "Tony \omega\ Sergi" <[EMAIL PROTECTED]>: -- [ Picked text/plain from multipart/alternative ] Also, if you look at FX_BloodSpray.. here's a material! PMaterialHandlehMaterial = ParticleMgr()->GetPMaterial( "effects/blood_drop" ); and even further.. for FX_BLOODSPRAY_GORE hMaterial = ParticleMgr()->GetPMaterial( "effects/blood_gore" ); and then for FX_BLOODSPRAY_CLOUD.. hMaterial = ParticleMgr()->GetPMaterial( "effects/blood_puff" ); On 1/17/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote: g_sModelIndexBloodSpray = modelinfo->GetModelIndex ("sprites/bloodspray.vmt"); // initial blood uhh yeah it does. On 1/17/07, Jay Croghan <[EMAIL PROTECTED]> wrote: > > Thanks LDuke, > > First off "Tony omega Sergi"; it's called "not having a god damn clue > before answering". > Secondly, if you had bothered your tiny mind to peek at the function > you would notice it doesn't reference anything to do with any > materials. Try again. > > - Jay > > > Quoting LDuke <[EMAIL PROTECTED]>: > > > -- > > [ Picked text/plain from multipart/alternative ] > > Which material might that be? > > > > Since this doesn't work on CSS which uses both CSS and HL2 gcf files, > I'm > > pretty sure there is no material that you're going to find in the gcf > files. > > > > > > > > On 1/17/07, Tony omega Sergi < [EMAIL PROTECTED]> wrote: > >> > >> -- > >> [ Picked text/plain from multipart/alternative ] > >> it's called materials missing that you need to extract from one of > the > >> gcf's.. > >> > >> > >> On 1/17/07, Jay Croghan <[EMAIL PROTECTED]> wrote: > >> > > >> > This has been brought up before and no explanation has even been > >> offered. > >> > > >> > - Jay > >> > > >> > > >> > Quoting Mukkan Yhtiö <[EMAIL PROTECTED]>: > >> > > >> > > For some reason when I call UTIL_BloodStream; everything works > fine > >> but > >> > the > >> > > blood shows up as blocks of "unidentified" texture. > >> > > > >> > > Any one know why this might be happening or how I can fix it? > >> > > > >> > > Thanks > >> > > > >> > > _ > > >> > > Express yourself instantly with MSN Messenger! Download today > it's > >> FREE! > >> > > http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ > >> > > > >> > > > >> > > ___ > >> > > 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 > >> > > >> > > >> > >> > >> -- > >> -omega > >> -- > >> > >> ___ > >> 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 > > -- -omega -- -omega -- ___ 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] UTIL_BloodStream (I mean STREAM) (No Texture)
Thanks LDuke, First off "Tony omega Sergi"; it's called "not having a god damn clue before answering". Secondly, if you had bothered your tiny mind to peek at the function you would notice it doesn't reference anything to do with any materials. Try again. - Jay Quoting LDuke <[EMAIL PROTECTED]>: -- [ Picked text/plain from multipart/alternative ] Which material might that be? Since this doesn't work on CSS which uses both CSS and HL2 gcf files, I'm pretty sure there is no material that you're going to find in the gcf files. On 1/17/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote: -- [ Picked text/plain from multipart/alternative ] it's called materials missing that you need to extract from one of the gcf's.. On 1/17/07, Jay Croghan <[EMAIL PROTECTED]> wrote: > > This has been brought up before and no explanation has even been offered. > > - Jay > > > Quoting Mukkan Yhtiö <[EMAIL PROTECTED]>: > > > For some reason when I call UTIL_BloodStream; everything works fine but > the > > blood shows up as blocks of "unidentified" texture. > > > > Any one know why this might be happening or how I can fix it? > > > > Thanks > > > > _ > > Express yourself instantly with MSN Messenger! Download today it's FREE! > > http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ > > > > > > ___ > > 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 > > -- -omega -- ___ 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] UTIL_BloodStream (I mean STREAM) (No Texture)
This has been brought up before and no explanation has even been offered. - Jay Quoting Mukkan Yhtiö <[EMAIL PROTECTED]>: For some reason when I call UTIL_BloodStream; everything works fine but the blood shows up as blocks of "unidentified" texture. Any one know why this might be happening or how I can fix it? Thanks _ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ ___ 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] Compiling under Linux with the new SDK
What kind of a turd replies to a helping hand like that? If you have nothing nice to say, dont say anything at all. This applies to you in ways you can only ever imagine. Next time you want help, go ask a damn egg if thats how you feel. Damn slackjaw. - Jason "c0ldfyr3" Croghan Quoting Matt Judge <[EMAIL PROTECTED]>: LDuke randomly typed the following on 10/02/2006 12:49 AM: -- [ Picked text/plain from multipart/alternative ] Go through each error one by one. Fix it if it's the problem is obvious. If it's not obvious, Google the text of the error and attempt to track it down. HTH Thank you. Can you teach me to suck eggs too? ___ 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