Re: [hlcoders] Do high ping players cause extra lag?

2009-10-13 Thread Jay Croghan
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?
>>>
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Re: [hlcoders] Do high ping players cause extra lag?

2009-10-13 Thread Jay Croghan
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?
>
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Re: [hlcoders] CSS FOV since last update?

2009-09-15 Thread Jay Croghan
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
>> >> ___
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>> >>
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>>
>>
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Re: [hlcoders] CSS FOV since last update?

2009-09-15 Thread 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
>> ___
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Re: [hlcoders] CSS FOV since last update?

2009-09-15 Thread Jay Croghan
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
>> >>>>>
>> >>>>>
>> >>>>> ___
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>> >>> archives,
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>> >>>>
>> >>>
>> >>>
>> >>>
>> >>>
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>> >>>
>> >>
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>
>
> --
> Programmer for Resistance and Liberation
> www.resistanceandliberation.com
> Programmer for Red Tribe
> www.redtribe.com
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Re: [hlcoders] CSS FOV since last update?

2009-09-14 Thread Jay Croghan
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
>>
>>
>> ___
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[hlcoders] CSS FOV since last update?

2009-09-14 Thread 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


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Re: [hlcoders] Player Frags

2007-03-29 Thread Jay Croghan

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


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RE: [hlcoders] Downloadables Bug? VALVE?

2007-03-21 Thread Jay Croghan

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.


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Re: [hlcoders] Downloadables Bug? VALVE?

2007-03-15 Thread Jay Croghan

"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
--

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RE: [hlcoders] Downloadables Bug? VALVE?

2007-03-15 Thread Jay Croghan

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




--

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RE: [hlcoders] Downloadables Bug? VALVE?

2007-02-23 Thread Jay Croghan

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


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Re: [hlcoders] Downloadables Bug? VALVE?

2007-02-22 Thread Jay Croghan

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

- Jay


Quoting Ratman2000 <[EMAIL PROTECTED]>:


Hello,

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

i hope thats it get fixed!

With friendly Reguars

Ratman2000

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



Hello,

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

Thanks for your replay!

With friendly Reguards

Ratman2000

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



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

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


Hello Yahn,

thank you :)

With friendly reguards

Ratman2000

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



Sure

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

Hello Yahn,

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

Thanks from germany!

With friendly Reguards

Ratman2000

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



Not yet that I'm aware of

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

Hello Yahn,

is there somthing corrected in the next update? :)

Thanks!

With friendly reguards

Ratman2000

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



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

Yahn

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

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



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



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

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



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



a success.

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

- Jay


Quoting Ratman2000 <[EMAIL PROTECTED]>:


Hello,

i have integrated in my CS:S Server Plugin an function to add
Custom



Sound Files...
So i have added Sounds to this System and it works great but i have
one problem...

When i first time connect to the server, all content gets

downloaded...

Then when i play the sounds by using:

MRecipientFilter Filter;

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

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

The sound file dont get played...

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

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

Please help!

With friendly reguards

Ratman2000


___

Re: [hlcoders] r_screenoverlay client command.

2007-02-20 Thread Jay Croghan

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.

2007-02-20 Thread Jay Croghan

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


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___
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[EMAIL PROTECTED]
--

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[hlcoders] r_screenoverlay client command.

2007-02-19 Thread Jay Croghan

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





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Re: [hlcoders] Downloadables Bug? VALVE?

2007-02-19 Thread Jay Croghan

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


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Re: [hlcoders] How to send text files, mdl files, etc to a clients computer?

2007-02-16 Thread Jay Croghan

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
--

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Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Jay Croghan

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:
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>
>


--
-omega





--
-omega
--

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Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Jay Croghan

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:
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>
>


--
-omega
--

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Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Jay Croghan

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/


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Re: [hlcoders] Compiling under Linux with the new SDK

2006-10-02 Thread Jay Croghan

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?

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