Re: [hlcoders] Odd viewing problem.
Spencer 'voogru' MacDonald wrote: Hello all, I'm having a problem that seems to be relating to the players viewing angles; basically I have a square area on a map. Are you using an FOV of 90? -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Speed hack detection?
Jeff Fearn wrote: Say one put a threshold of 50% or 100% speed up, how would you go about detecting that in a server plugin? What I would do is keep a list of players currently on the server (store their edict as they connect along with their current location). The player's location can be obtained from the ICollideable::GetCollisionOrigin() function. If your server plugin GetFrame() function keep checking each player's current location every so often (say every 0.5 seconds). The current location (in the array of players that you keep in your plugin) becomes the previous location. Subtract the player's current location from the previous location to get a vector. Determine the length of that vector (the distance between now and then), and divide the distance by the time (to get speed, i.e. units/second). Store the new current location in the current location field of your array of players. If the speed calculated is above the server max, increment a hack counter. If the speed is below the server max, decrement the hack counter (not letting it fall below 0). When the hack counter reaches some maximum amount (let's say 6, which would be 3 seconds worth of compares), warn the player that the server thinks they are speed hacking and they will be given a 30 second grace period to turn it off or be banned from the server. Don't check them again for 30 seconds, then if they continue to reach the hack count, ban them. It's not fool proof and can lead to some false positives, but as long as you allow enough time between comparisons (the 0.5 second window) and as long as you require consecutive check failures (the counting to 6 thing), you should have less people failing due to high latency network connections. The only problem is how do you handle falling speeds (if you have a long drop that can last for 5 or 6 seconds) and how do you handle teleporters which will look like an intantaneous jump from point A to point B making a speed that approaches the speed of light! :) Again, averaging things out over several seconds should help avoid even these problems. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Speed hack detection?
r00t 3:16 wrote: Does anyone know (please do not post it if you do know) how the speed hack actually works? It seems they are somehow changing a variable in memory ? Or are they tricking the server somehow ? Usually the client's system clock is running faster (slower?) than normal, I can't remember which way the system clock needs to go to make the game engine think time is passing more slowly. Your client machine is running faster than normal so normal movement speed on your machine become high movement speed on the server (who's running on a different clock speed). If the client's game engine is ticking faster/slower than the server's game engine, the client will be able to move larger distances over the same amount of time. It's sort of like the reverse of Einstein's theory of relativity. Distances become smaller for people who are moving faster in time (or something like that). -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player Leaning
Michael Kramer wrote: I am trying to do player leaning...I have gotten everything except the command...I am using ViewPunch(); for right now but it doesn't stay...Does anyone know if there is a way I can rotate the FOV or make it so that ViewPunch can stay? Thanx :D Are you just trying to roll the view? If so, see CBasePlayer::CalcViewRoll() -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Returned mail: Data format error
[EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- -- [ .zip of type application/octet-stream deleted ] -- The fake alfred is back, posting viruses again! :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] gib?
r00t 3:16 wrote: Ok maybe im dumb dunno but what does gib mean? It's the singular form of giblets. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] UTIL_FindEntityBy problems
Josh Matthews wrote: Rightm the UTIL_FindEntityBy* functions have been giving me some problems with the work I'm doing for HL1. I'm trying to find all light entities with a certain property that I've added to group certain lights together, there's a new variable in the fgd base light class, and it's in the corresponding CLight class too, I've done the keyvalues etc. Anyways, I first tried using UTIL_FindEntityByString, using the normal loop method: CBaseEntity *pEnt = NULL; for(;pEnt = UTIL_FindEntityByString(pEnt,m_iPowerzone,m_iPowerzone;) { if(!pEnt) break; //... } This came up with no entities. I have checked the fgd, the light class has a member called m_iPowerzone which is a string, it's recorded in the KeyValues() function for CLight. m_iPowerzone will only be meaningful in the context of the class this code is being called in. UTIL_FindEntityByString() takes the CBaseEntity pointer and 2 char pointers (the key and the value of that key for a specific entity). For example, if you wanted to search for all entities with the key m_iPowerzone and the value 50, you could do this... CBaseEntity *pEnt = NULL; for(; pEnt = UTIL_FindEntityByString(pEnt,m_iPowerzone,50); ) { if(FNullEnt(pEnt)) break; //... } Your second example is going to do weird stuff because you are starting to search for one entity, but constantly changing which type of entity you are searching for and could potentially skip over entities that you want to know about. You should probably break it down into 3 separate loops like so... CBaseEntity *pEnt = NULL; for(; pEnt = UTIL_FindEntityByClassname(pEnt,light); ) { if(FNullEnt(pEnt)) break; DoStuffWithLightEntity(pEnt); } CBaseEntity *pEnt = NULL; for(; pEnt = UTIL_FindEntityByClassname(pEnt,light_spot); ) { if(FNullEnt(pEnt)) break; DoStuffWithLightEntity(pEnt); } CBaseEntity *pEnt = NULL; for(; pEnt = UTIL_FindEntityByClassname(pEnt,light_environment); ) { if(FNullEnt(pEnt)) break; DoStuffWithLightEntity(pEnt); } -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] UTIL_FindEntityBy problems
Josh Matthews wrote: Two points, one, I don't see how my second method will skip over entities. It keeps searching until it doesn't find one class, then goes on to the next. Let's say you only have 4 entities in the world, in this order... worldspawn --- light_spot --- light_environment --- light Your switch code goes through 3 states (case 0, 1, or 2). In each state, it increments the pointer to the next entity in the linked list that matches what you are searching for in that state (i.e. in state 0, it searches for a light entity and returns the pointer to it. So, if you with the entity pointer as NULL, and search for light, the engine will start at worldspawn, won't find a match in classname, will bump to the next entity (light_spot), won't find a match in classname, will bump to the next, and so on until the engine finds the light entity at the end. The engine will return the pointer to this entity. Now your code bumps to state=1, and continues from the light entity pointer looking for light_spot. Lo and behold, no light_spot entities are found, because the engine is already at the end of the list. Then you bump to state=2 and the same thing happens. No light_environment entities because the entity pointer is already at the end of the list. You need to search the linked list separately for each class of entity. The other, I don't understand what you mean about m_iPowerzone will only be meaningful in the context of the class this code is being called in. What I mean is that if m_iPowerzone is a member variable of light_spot, and this code is called from within a light_spot class, the member variable m_iPowerzone will only contain whatever string you have assigned to it in that specific class instance. You code appears to want to do this... for each entity... check if the entity contains a key value called m_iPowerzone AND check if the entity with the m_iPowerzone key contains a string that is equal to the string pointed to by the m_iPowerzone member variable of that entity class instance. (i.e. search through all entities to find an entity that has a key value that is equal to whatever value has been assigned to that particular entity). No such comparison will happen. You are passing in a static char pointer (whatever m_iPowerzone happens to point to) when the UTIL_FindEntityByString() is called. This comparision string will not change as each entity in the linked list is evaluated (and perhaps that was your intent, to compare each entity in the linked list to a specific non-changing string). I've added an m_iPowerzone variable to the light base class in the fgd, and I've also added a handler in the KeyValues function for CLight. In addition, I have made a trigger_powerzone entity which has its own m_iPowerzone variable (and respective KeyValue handler), and in its Use function it finds all lights with the same powerzone (UTIL_FindEntityByString(pEnt,m_iPowerzone,m_iPowerzone)) and switches them off. Shouldn't this find the light entities, seeing as the trigger_powerzone class has a powerzone to search for, and all the lights have powerzone variables as well? Yes, it wasn't clear that m_iPowerzone was actually coming from some other entity (in this case, trigger_powerzone). If you call the UTIL_FindEntityByString() from within the trigger_powerzone class and pass in the value of m_iPowerzone contained within this trigger_powerzone class, it will find all other entities with a m_iPowerzone key that has a value that matches the value of m_iPowerzone contained in the trigger_powerzone class. In this case, it does what you want (compares the key/value of all entities to a constant string from the trigger_powerzone class instance). -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] UTIL_FindEntityBy problems
Josh Matthews wrote: Actually, I'm still confused about how the classname method won't work. When it reaches the light entity, it'll trigger correctly and do its thing. Then it moves on, can't find any more entities so it skips to searching for light_spot. In this case, pEnt will be NULL so it'll be starting from the beginning all over again, isn't it? Ah, okay. I didn't notice that you aren't switching states after each match, but only after you get a NULL for the match. Yes, that should do essentially the same as 3 separate searches since you are looping through all entities to the end (and setting the pEnt pointer to NULL) for each state. So, it appears that both of your examples should return entities. You may just want to forgo the UTIL code and loop through them yourself... edict_t *pEdict = g_engfuncs.pfnPEntityOfEntIndex( 1 ); CBaseEntity *pEntity = NULL; for ( int i = 1; i gpGlobals-maxEntities; i++, pEdict++ ) { if ( pEdict-free ) // skip if not in use continue; pEntity = CBaseEntity::Instance(pEdict); if ( !pEntity ) continue; // skip if NULL entity if ((FStrEq(pEntity-classname, light) || (FStrEq(pEntity-classname, light_spot) || (FStrEq(pEntity-classname, light_environment)) { // do light stuff here } } -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Vtex.exe source?
Vyacheslav Dzhura wrote: So erm. Can anyone send this or this doesn't exists? Thank you very very very much! :) It doesn't exist. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Resetting touch() on an objective
British_Bomber wrote: I have an objective, much like a flag in CTF, that the player can pick up and take back to his assigned capture point. I use a VERY simple model entity for this, it simply has Spawn, precache, touch and drop functions. Couldn't be much simpiler. They all work fine, the Touch sees if the toucher is a player then attaches the model to the player. When the player dies, or captures the object it is dropped. That all works fine and dandy, however when someone else goes to pick it up after it has been dropped, or even the same player comes back to grab their beloved suitcase, it will no longer attach itself to them. It's as though the touch function only wants to work once, or has to be stopped. I added an EndTouch, or whatever the exact name is, to the end of my touch function but to no avail. Am I making some kind of fundamental flaw on how the touch function works? Are you setting the Owner variable on the carried object to the player that carries it? If so, make sure the owner is set back to NULL when dropped otherwise the same player can't touch it again (you don't touch things that you are the Owner for). -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Problems w/ Latest Steam Update
Ben Everett wrote: This is a multi-part message in MIME format. -- Attached are some screenshots of the issue. Also of note, all modifications are having this problem (Garry's Mod, PoA, Forsaken) and other testers ARE encountering this problem. On my end I have re-installed steam and attempted to use an older version of Forsaken with no luck, still the same issue. Any help would be greatly appreciated. Attachments aren't allowed (they get stripped out). Post your pictures in a private folder on a website somewhere and then post the URL to those images. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Multiplayer NPCs
SB Childe Roland wrote: Does anybody know where I can get more information about transfering existing code to be client side?? Probably just by looking at the sdk source code to see what stuff is handled in cl_dll (client side) verses dlls (server side) and, of course, game_shared (for things that run on both the client and the server). Looking at the source code is the best way to understand how things should be done. Use the source Luke. - Obi-wan -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Shared-Jeep-Code Thread
inherits from. There's also a... BEGIN_PREDICTION_DATA_NO_BASE() ...macro that doesn't have this BaseClass::m_PredMap reference. Hm, looks like that allows us to create prediction data that doesn't include any prediction data for a base class(es). So you're going to need each of these in order to replicate an entity properly with prediction. Again, looking at how an existing entity is coded will give you a better idea of how your code should look. P.S. The BEGIN_NETWORK_TABLE() macro also has a BEGIN_NETWORK_TABLE_NOBASE() version that behaves similar to the prediction stuff (so that you can define replicated properties for an entity without including the replicated properties of the base classes). And again, I haven't actually played with any of this code, but I'll bet you a beer that the stuff I described here is pretty close to how things work. :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Level for mod causing assert
r00t 3:16 wrote: Anyone else run into this problem? Yes, Imperio59 did, just 3 posts above yours. :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Getting an effect to punch through a wall.
Michael Kramer wrote: Ok, here is my problem, I have a beam that I want to be able to shoot through a wall, and it doesn't work. There is no collisions or anything. I am wondering how to get it to continue on after it gets to tr.endposanyone know? Are you using tr.endpos as the end position of your beam? Why not just normalize the vector between tr.endpos and start, then scale that vector up by a BIG number, then add that to the start position to get the end position of the beam? -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Getting an effect to punch through a wall.
Michael Kramer wrote: Can you explain how to do that? I do not know how to normalize a vector. Divide each of the components of the vector by the length of the vector (assuming the length is NOT zero :)), or just use... VectorNormalize(vec); ...so it would look something like this... Vector v_beam = tr.endpos - start_position; VectorNormalize(v_beam); v_beam = v_beam * 100; // scale the vector up by large amount Vector beam_end = start_position + v_beam; -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Getting an effect to punch through a wall.
Michael Kramer wrote: Now instead of continuing the beam, it creats two beams, and one just shoots off in random directions HA! That'll teach you to listen to me! :) Just kidding. I have no idea why you're getting 2 beams (unless you're creating it twice somehow). Make a simple test map with a couple of walls in it. Create a beam that goes from (0,0,0) to some fixed point in the world. Substitute those 2 coordinates (0,0,0 and fixed point) in your calculations and see if the beam gets drawn to the proper places. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] First warning for VS .Net! Yay!
Tan Theodore wrote: warning C4183: 'HasWeapon': missing return type; assumed to be a member function returning 'int' This thing pops up when I compiled the unedited version of the HL SDK 2.3. I haven't change anything to the MVS .Net. Anyone encountered this? Better, yet anyone sloved this? Yes. It's a warning. You can fix it (by adding the proper return type to that function) or you can ignore it. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] adding unused weapons
Paul Vinten wrote: I right click on the file and there is no option for exclude or include or anything resembling it... there is a property called content, but guns that I know are in are all set to false anyway... Click Properties, then select General, change Exclude from Build to No -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: FireGameEvent, kickid, ServerExecute, crash
Alfred Reynolds wrote: Looks like a null pointer is trying to be de-referenced. Have you stepped the code and verified that this is not the problem? If it's 0x40, it's not NULL, but it's still borked up! ;) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Resource File Bug?
Ratman2000 wrote: But when i than look in my Sounds folder is see, that all File Names are all small type Are you running a Linux dedicated server or Win32 server? Linux servers preserve the case of filenames, Win32 servers do not. On Linux Sack.mp3 and sack.mp3 are 2 different files. On Win32 they are the same file. You should have the .res file entries match whatever the filename is on your server and shouldn't have to worry about the name on the client (since the client's will be Win32 anyway). If it really bothers, you, you can rename the server version of the file to all lowercase, then it will be the same regardless of whether the server is Linux or Win32. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Linux server crash when changing level
Jonathan Dance wrote: After long last we've gotten the Windows server stable. However the linux crash problem remains nearly exactly the same (everything else is OK now though). When it tries to destruct the SDKGameRules object it crashes. It tries to do this when we change level where at least 1 person has been in the game. GDB output follows. Any thoughts? I'm not very good with GDB so working with this crash is becoming a nightmare. The windows runtime DLLs are very forgiving about trying to free memory that has already been freed. Linux is not. Make sure you aren't trying to free some memory more than once (or calling a destructor on something that has already been destroyed). -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] game_SDK.sln in Modify HL2 Multiplayer
David Kiger wrote: Hrm. I wish I could elaborate, but that's the exact message Visual Studio is giving me. I'll give it another shot tonight and see if I can find out what the deal is. Like I said, it worked for every build except Modifiy HL2 Multiplayer, and the everything_SDK.sln file worked on all of them. I tried it twice, just in case it got hosed during the copying, and had the exact same results. Are you using the latest and greatest SDK (March 9th, 2005) or some earlier SDK release? Are you using Microsoft Visual Studio .NET 2003 or some previous Visual Studio? -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Question about Precaching in Source.
Lance Vorgin wrote: Hook the filesystem's read funcs, look for it reading a .res file, and fake append your files to be sent to it. Muh :/ Heh-heh! -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] New Mod Directory on Visual C++ 2003 .NET
Andre Bandarra wrote: No luck on these ones. Every modification is made on the existing files on the existing directories. O want to create a new directory. There is no existing files. You create your mod (MYMOD) using the Steam Create a Mod button... http://wiki.bots-united.com/index.php/Getting_started_with_the_Source_SDK -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Trying to display MOTD message
Josh Matthews wrote: I'll explain my situation. I've just begun modding HL1, I own a copy of VC++.NET but can't install it due to space requirements, so I'm using Dev-C++/MinGW. I am working off of botman's modified SDK 2.2 source, which for one thing means that there's no VGUI included. By following tutorials I've implemented a team selection menu which works great. I have had less success with trying to get the MOTD to show up, though. Here's the problem, I've added the CHudMOTD class back in, done a DECLARE_MESSAGE(), hooked the message, copied the drawing and message function from the earlier SDK, all of that. I have also got the message sending code in the game dll working, I have console prints telling me that the MOTD is sent just fine. But the MsgFunc_MOTD() function is never reached, and neither is the Draw() function. I'm at my wits end because I've gone over every messaging tutorial I can find, looked through the source, and everything looks correct. Any suggestions for me? I've tried not having the team menu show up on spawning, but that doesn't make any difference either. Does your CHudMOTD::Init() function get called? You probably have m_MOTD as the CHud member variable for your MOTD window, so in CHud::Init() you should have... m_MOTD.Init(); ...in the same general area as all the other .Init()'s. I assume you are hooking your message in CHudMOTD::Init()... DECLARE_MESSAGE(m_MOTD, MOTD) int CHudMOTD::Init(void) { HOOK_MESSAGE(MOTD); return 1; } ...and make SURE that you've registered the message on the server side... gmsgMOTD = REG_USER_MSG( MOTD, -1); ...and check that REG_USER_MSG returned a valid positive integer for gmsgMOTD and not 0. Also, IIRC, the network messages are case-sensitive, so make sure you don't have motd on the client (in the DECLARE_MESSAGE() and MOTD on the server (in the REG_USER_MSG), or vice-versa. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2DM Mod Bot
Andre Bandarra wrote: Hello I´m making a mod using HL2DM. I wanted to setup a simple bot to use for testing the MOD. Does anybody have any idea of the best way of doing it? Should i try to copy the Bot interface on the SDK or user the serverplugin_bot?? It will be MUCH easier to incorporate the bot code directly into the MOD than to make a plugin for the MOD and have to go through all kinds of crazy machinations to retrieve information about players, weapons and other things created on the server. Getting that information from within the MOD code is trivial compared to getting that information through a plugin. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Getting a trace to hit off a non solid entity
Knifa wrote: I've made a new brush entity called func_fortsite, when a player from the other team of who's fort site this is tries to fire a weapon (weapon_freezer) while in this brush, it should stop. Right now, I have it using flags and it works all well while the Solid Type is SOLID_BSP, but I want it so that you can still move objects/players in this When it's at SOLID_NONE, the trace doesn't hit it, so it doesn't work. Does anyone know what I could do, or if there's another way I could do it? HL1 or HL2? TraceLine or TraceHull? IIRC, using TraceLine in HL1 won't hit non-solid objects (like func_ladder), but using TraceHull will allow you to hit those objects. Try using TraceHull instead of TraceLine. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Code update.
Xas wrote: Will we have a continous updated SDK, forever ? I dislike this method, and prefer to know now, in place to work on this solution. Why would it matter if Valve released an SDK update every week? The only thing that you have to worry about is... 1) Does the SDK update provide a bug fix to a bug that currently exists in your MOD? If so, just merge the bug fix code into your MOD (and nothing more). 2) Does this SDK/engine update break compatibility with your existing MOD? Valve wants each SDK/engine update to be backward compatible so that any MOD created with ANY version of the SDK will still work with the latest engine update. If there is some significant change to the engine that requires you to update SOME (not all) SDK code, hopefully Valve will tell people this as part of the Update News with the SDK release. 3) Is there some new SDK/engine feature that will cause people to not play your MOD if that feature isn't available (i.e. the new order a pizza to be delivered to me from within the game feature)? Just because a new SDK is released that might have a new feature that wasn't in a previous SDK does NOT mean that you have to integrate that code into your MOD (especially if you have no plan of ever using those features in your MOD). Just because it's available doesn't mean you have to use it. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?
Beppo wrote: Changing features of a mod is actually illegal due to copyright laws and someone would even be able to sue you if they have the time and money to do so. Not necessarily. See the recent Techmo vs. ninjahacker.net lawsuit... http://games.slashdot.org/games/05/02/10/0347222.shtml?tid=211tid=123 http://www.security-focus.com/news/10466 ...many legal analysts say the lawsuit is baseless... Jason Schultz, an attorney with the non-profit Electronic Frontier Foundation, couldn't disagree more. This complaint is absurd, said Schultz. The law allows for fair use of other people's copyrighted works without any permission needed, and one of the key things that you're allowed to do is make copies in order to reverse engineer and understand how they work. snip But enough of this chit-chat... you have your opinion and I have mine... just remember that there are several different things that automatically have a copyright just by creating it (even your plug-in or add-on will have this)... ...and just remember that you also have Fair Use Rights on any Copyrighted works... http://www.law.cornell.edu/uscode/html/uscode17/usc_sec_17_0107000-.html ...which basically means you can use copyrighted material for non-profit educational use. How you define educational is not obvious. In general, making claims about this is illegal or that is illegal is usually not an absolute. Different laws apply to different countries and those laws are usually un-enforceable outside the country where the law was created. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?
Beppo wrote: But if a mod states in its licensee agreement that you are not allowed to change it in any way (agree to perform no after market modifications in termy to be allowed to use it) then the whole thing will be copyrighted. Either install it by agreeing or do not install it... your choice. You do realize that by saying this you're just BEGGING people to make all kinds of crazy plugins to screw up the gameplay in your MOD, right? :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Bug in Mailman...
The archives (Mailman) is sick... Bug in Mailman version 2.0.11 We're sorry, we hit a bug! Please inform the webmaster for this site of this problem. Printing of traceback and other system information has been explicitly inhibited, but the webmaster can find this information in the Mailman error logs. So I'm following the instructions and informing the webmaster. :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] [OT] Safe way of setting weapon damages?
British_Bomber wrote: real quick though, does anyone know who Douglas Adams is? This is a joke, right? If not... http://www.douglasadams.com/ -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] determing where bullet hit?
Freecode wrote: Little offtopic here but can u find out before the bullet is hit? (without any TraceLine() hacks)?? Impossible. Traceline is required to determine whether anything collides with that line. Once you've determined that you've hit a player, you can check which hitbox the line hit. You can then vary the amount of damage done (or do no damage at all) based on what hitbox was hit by the traceline. Since there aren't any real bullets in the game, you don't actually hit a player with a bullet. You hit a player with a traceline, then deal out damage based on what the line hit. Bullets don't exist. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Ported AI server recreation crash? cleanups?
Maurino Berry wrote: Anyway, the AI works flawlessly ingame, however if I spawn an NPC and then close the server, and try to recreate it I end up with a client crash right before i'm put into the game and I can't figure out why for the life of me. Run in the debugger? It will tell you where it's crashing. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Checking to see if it's a multiplayer game
Knifa wrote: Hello. How would I check if the player is in an SP game or an MP game? Thanks. maxClients is 1 in single player, = 2 in multiplayer. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Weapon ballastics
r00t 3:16 wrote: Also forgot to ask in the last post. What determines the bullet velocity ? I have been looking through the code and was quite sure, of what causes the bullet velocity to take place. The crossbow bolt has a velocity (just like all entities have a velocity). There is no bullet velocity in Half-Life2 because bullets aren't entities (they are just hitscans). -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Making Usable Ladders
Josh Ferguson wrote: Does anyone know how this works? The glass texture is similar...how does it apply these properties in-game? My guess is this in gamemovement.cpp... //- // Purpose: Determine whether or not the player is on a ladder (physprop or world). //- inline bool CGameMovement::OnLadder( trace_t trace ) { if ( trace.contents CONTENTS_LADDER ) return true; -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam: Technology failure
Vyacheslav Djura wrote: Let us end when we'll hear some reply from Valve. Why do they ignore us? Why do their support doesn't work? I usually try to avoid responding to threads in a holy war (vi vs. emacs, windows vs linux, etc). *Must resist urge to reply*, *Urge too stong, can't resist urge to respond*... So anyway, if you don't like the policies or products that a company creates, then the best way you can show your disgust is BY NOT BUYING THE PRODUCT. If you buy a product and then soon after decide that you don't like it, RETURN IT and get your money back (most places have consumer protection laws where you are legally allowed to return something if you discover that it doesn't work as advertised). Don't buy something, and then use it for several months and then whine and bitch and moan about how bad it is (especially if you keep using it after that). If you want to start a campain to get other people to stop using some product, that's fine (people do that all the time) but don't harass other people that are perfectly happy with the product. If you don't like Steam, go post your complaints on www.steamsucks.com or some other anti-Steam website and leave the rest of us alone, in peace, so that we can concentrate on what this list was set up for, creating code for Half-Life. I'm out. No more replies from me in this thread. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Commercially released mods??
[EMAIL PROTECTED] wrote: Please keep it on-topic guys.. Please trim unnecessary text from your replies. :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] strength of weapons
David Nelson wrote: I've been looking everywhere trying to find out how to make the pistol as strong as the 357. I've modified the ammo, added the CVars, and searched the solution and scripts many times over to figure out the difference between the 357 and pistol code wise. I can't seem to find what makes the 357's bullet make the barrels fly around while the pistol just barely moves them? How do you decide this? My guess (out of the wild blue) would be... CalculateBulletDamageForce(); -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] vtf files
David Nelson wrote: hey, how can we view sprites in the vtf format? vtf2tga.cpp in the utils\vtf2tga directory. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] message of bogus type
Draco wrote: For 2 days I've been playing around with a message system to replace the death message and gun/ammo pickup messages in my mod. I think I got it set up, with messages queuing to be displayed and such, but one problem has arisen... The game crashes when I make a message for it. I mean the server-client messages. I have dealt with this system twice before for radar and a timer but this one defies me. I have the message registered gmsgPerfectDarkMessage = REG_USER_MSG(PerfectDarkMessage, -1); If I remember correctly, REG_USER_MSG messages can only be 12 characters long. Change this... REG_USER_MSG(PerfectDarkMessage, -1); ...to this... REG_USER_MSG(PDMsg, -1); ...and it will probably work fine (don't forget to change the client to match, and they ARE case-sensitive). -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK bullet tracer fix?
Crusty Jacks wrote: -- [ Picked text/plain from multipart/alternative ] Does anyone have a fix for tracers in the scratch base SDK? The SDK's FX_FireBullets() function seems to call CSDKPlayer::Firebullet() which does not create tracers. Some coders have recommend calling CBaseEntity::Firebullet() after FX_FireBullet to get the tracer effect, but in my experience this fires an extra bullet off. Valve, will the next SDK release add tracers to CSDKPlayer::Firebullet()? or does somebody have a work around? What's so hard about copying... if ( ( info.m_iTracerFreq != 0 ) ( tracerCount++ % info.m_iTracerFreq ) == 0 ( bHitGlass == false ) ) { Vector vecTracerSrc = vec3_origin; ComputeTracerStartPosition( info.m_vecSrc, vecTracerSrc ); trace_t Tracer; Tracer = tr; Tracer.endpos = vecTracerDest; MakeTracer( vecTracerSrc, Tracer, pAmmoDef-TracerType(info.m_iAmmoType) ); } ...from CBaseEntity::FireBullets() and adding it into CSDKPlayer::FireBullet()??? -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK update
Alfred Reynolds wrote: We have released an update to the SDK, restart Steam to pick it up. This update adds a couple new features and provides some basic sample bots, more details can be found here: http://www.steampowered.com/index.php?area=newsid=390 And here: http://www.valve-erc.com/srcsdk/ (we are still working on updating the SDK site, should be done soon). From the Steam News... Friday, January 19th 2005 Wow! What kind of CRAZY calendar does Valve use? No wonder the updates are never when they say they will be! :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK update
Ben Davison wrote: I've run a diff on the old code and the new code, and for some reason it's coming up with no changes to the code. Did it say Copying Files. Please wait... for about 2 or 3 minutes right after you clicked on Play Games-Source SDK? I also did a Refresh SDK Content, just for fun. I got differences all over the place (first 2 files in cl_dll\game_control, NavProgress.cpp and NavProgress.h are new). There's LOTS of changes in sdk\nav_*.* Are you doing a Single Player MOD or Multiplayer MOD? -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2DM SDK in January or February?
Mike Blowers wrote: Wow... Steam must have downloaded the wrong SDK for me then ! How about these issues then (just to start with) Go Thirdperson The player has 4 arms. The Physics is nothing like HL2DMHow many times have you been teleported across a level just because you happened to walk on a slope in HL2DM ?) Exit the Jeep and the weapon comes off the jeep then flies back on again. Exit the Jeep whilst it's leaning against a wall, and those angles are forced on the player. After throwing a grenade it's auto switches to another weapon, no matter how many grenades you have left. How many of these issues have you posted on VERC? As for Physics, Jay Stelly responded to a post on VERC about maxspeed being handled improperly... http://www.chatbear.com/board.plm?a=viewthreadt=211,1104816723,4893id=768355b=4991v=flatold -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2DM SDK in January or February?
S. Hendriks wrote: I heard, but did not test this yet, that the current 'bot plugins' do not work with the CSS release. (Botman, could you confirm?) Any info on this? I would assume this has to do with CS:S now officially supporting bots (internally). Bots created through plugins may (will?) confuse the CS:S code that internally handles fake clients. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2DM SDK in January or February?
Alfred Reynolds wrote: CS:S will work with 3rd party bots (implementing the bot API was a good test of this). I suspect that current bot plugins don't work because they have to use assorted hacks to work (and the release probably invalidated some of those hacks). WHAT!?!?!?!? Plugins using HACKS!!! WHAT YOU SAY??? All your base are belong to us! -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] bug on laptops
Christensen, Grant wrote: So, if I actually press the numeric 3 key instead of the duck key, it closes the menu, whereas pressing duck does nothing. So, duck opens it but does not close it, and numeric keypad 3 closes it but does not open it. For some reason having the bottom menu open causes the duck key to return something different. I am using gameuifuncs-GetVGUI2KeyCodeforBind(duck); to get the code. Can someone else with a laptop try this for me to see if it is just my config? It sounds as if something on your laptop is going into numeric input mode and mapping the Z,X,C, A,S,D, Q,W,E keys as numeric key pad keys 1,2,3, 4,5,6, 7,8,9. Does your laptop have a function key that converts the leftmost 9 keyboard keys to numeric keypad emulation? Perhaps when the observer panel is opening something is causing the emulation mode to be entered. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Debugging a Linux server?
DOOManiac wrote: I addedgdb --args ./srcds_i486 -game modname -norestartto my srcds_run (actually, I copied that as srcds_run_debug and edited the copy). I run the command and it leaves me at a gdb prompt, but from there I have no idea what to do. The gbx command 'r' will run the executable. When it crashes enter the command 'where' to get a stack traceback. I hope you compiled with debug symbols enabled. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Debugging a Linux server?
DOOManiac wrote: Still can't get it working :( [EMAIL PROTECTED] steam]$ gdb srcds_i486 GNU gdb Red Hat Linux (6.1post-1.20040607.43rh) *SNIP* This GDB was configured as i386-redhat-linux-gnu...Using host libthread_db library /lib/tls/libthread_db.so.1. (gdb) set args -console -game espionage -IP jmetcalf.2y.net -port 27017 +map esp_test +maxplayers 10 (gdb) r Starting program: /usr/steam/hlds_l/srcds_i486 -console -game espionage -IP jmetcalf.2y.net -port 27017 +map esp_test +maxplayers 10 warning: Child process unexpectedly missing: No child processes Here's a tip... ANYTIME you see an error message that you don't know what it means, go to this website... www.google.com ...then enter in the error message inside double quotes... Child process unexpectedly missing You will find that the first link that it comes up with, someone has asked that question and the third reply (from Andrew Cagney) has an answer. This link also has some info... https://www.redhat.com/archives/fedora-devel-list/2005-January/msg00104.html Use google my friend. It's the quickest way to find answers to all your questions. For example, what's the meaning of life has about 7,700 answers. :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player Position
Fods wrote: Does this mean, you would need to arrange the bouncd box lower? Yes. The crouched bounding box is lower than the standing bounding box. The prone bounding box should be lower than the crouched bounding box (after all, a prone player should be able to crawl under things that a crouched player could not)... +-+ | | | | | | +-+ | | | | | | | |+-+ +-+ +-++-+ standing crouchedprone -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player Position
r00t 3:16 wrote: I have been playing around with the player position for my prone. I believe that collision boxes (used around players) are axis aligned in Half-Life2 (as they were in Half-Life1). The collision box DOES NOT rotate as the player rotates. If you made this be the player collision box when the player was prone (head facing North, feet facing South)... +---+ | o | |/|\| | | | |/ \| +---+ ...here is what you would see when the player turn 90 degrees to the left... +---+ |/ |/ 0| |\ |\ | | +---+ ...notice the bounding box DOES NOT rotate along with the player. If you are going to do a prone position you would make a bounding box that looks like this... +-+ |o| | /|\ | ||| | / \ | +-+ ...which means you can't have the left or right side of your body be right up against colliding geometry in the level (axis aligned bounding boxes are a pain, aren't they?). -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player Position
r00t 3:16 wrote: Hmm, I think I understand what your saying. What if the movement left / right was limited to like 5 degrees? If they moved 5 degrees right or left the entire body would move? (sorry i just don't understand the axis aligned boxes yet ) Axis aligned means that the edges of the box ALWAYS line up with the X Y axis in the map (the box doesn't rotate when the player rotates). For example, you can't have the collision box around a player look like this (top down view)... __ / /^ / / | / / | / / | /_/| x-axis y-axis ...since the sloped side doesn't lie along the X axis (even if the player was rotated 15 degrees clockwise). -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player Position
r00t 3:16 wrote: Actually cause things brings up another point, now that you show me this. I am going to be making a lean left / right also. This would basically the same case when leaning and the bounding box would need to be big enough to to the side the lean on. In most games, leaning is accomplished by sliding the camera out to the right (when leaning right) or the left (when leaning left) and having an animation that tilts the player's body to the right (or left). Your animator would have to make sure that the player's hit boxes don't extend outside the player's collision box when this lean animation is taking place (assuming the Half-Life2 still uses collision box detection first before trying to check for hit box collisions). If the animation leans outside of the collision box, the hit boxes will follow the bone positions in the skeletalmesh and people will shoot at those bones (head, right arm, etc), but since the bones are outside the collsion box, the player won't be hit (you have to hit the big player collision box first, before it checks to see which hit box you have hit). As long as the width of your player collision box is wide enough so that none of the animations will extend outside the collision box when those animations are played, players should be able to be hit when they are leaning left or right. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player Position
Ian Tyrrell wrote: Hehehe, Bortman! (sorry) Yah! Bort! Bort! Bort! (hey, I can't type for shit. i've been at work 65 hours this week already and it's not even Friday yet). Crunch time sucks! Mind thinking not clearly. Sleep imminent. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] This should not be possible, yet it works!?
Lance Vorgin wrote: Us plugin authors should be able to do anything we want with _our_ entities, as well. Hey Lance, I saw your stuff on sourcemod.net... http://www.sourcemod.net/forums/viewtopic.php?t=441 ...slightly scary (as far as platform specific and prone to crash with updates), but still pretty cool. :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Problem...constantly getting Disconnected from Steam servers
Mike Michaels wrote: Whenever I try to play HL2 Multiplayer online, I find that I am constantly getting disconnected from every server I log into. I get disconnected on average of about once every 5-10 minutes. Upon disconnection, I always receive one of the two following error messages: Disconnected Error Message: My guess is a crappy (or improperly configured) network connection. If you are using Routers/Switches/Gateways, try removing them and connect directly to your service provider and see if the problem goes away. If so, you know the Router/Switch/Gateway is not configured properly, not compatible with HL2, and/or just plain broken. If there is no change (connection still drops without R/S/G), try contacting your ISP and ask them to run a loop back diagnostic on your internet connection (they may has something misconfigured in your neighborhood NID or bridge). -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] This should not be possible, yet it works!?
S. Hendriks wrote: This question is for Valve guys actually; ...but others can answer it also. My concern is, how does Valve think about this, and , will this cause trouble later on the road? I can see problems arise when a mod update has some updates in the cBaseEntity and cBasePlayer classes, and we are basicly messed up? This only works because you have a definition of the CBaseEntity and CBasePlayer class. As long as MOD teams don't change these, things will probably work fine. As soon as someone adds or removes member variables and/or functions to these classes, your plugin's version of these classes will differ from the MOD's version of these classes. If it was a perfect world, there would be some way to freeze these classes in the SDK so that MOD authors would not touch them. Since you can't do that, you can't guarantee that things won't crash when you start accessing variables or functions within a class that you don't have a proper class definition for. There has been some speculation that MOD's COULDN'T change CBaseEntity even if they wanted to because the engine depended on this class (i.e. was also compiled with this class definition). If a MOD team changed CBaseEntity, the engine's definition would differ from the MOD's definition and the game would crash. No proof of this theory was presented and I have not been able to find any engine interface that relied on the CBaseEntity class definition as it exists in the SDK source code (but I haven't spent a lot of time looking so perhaps the engine does have a dependency on CBaseEntity). Also, with the VAC going to hit the scene again, this might get caught as 'a cheating program'? Obviously this is not the intention! No. VAC checks for modified code on the clients. VAC doesn't check for hacks on the server (there really isn't a good way to do this). Server operators are completely free to install their own plugins that give them special abilities that aren't available to other clients. For example, I could create a plugin that constantly refreshes my health when it gets low. This plugin would allow me to cheat, but would only allow me to cheat on my own server. Anybody that had installed Admin-MOD for Half-Life knows what types of things are possible through plugins, but these aren't caught by VAC. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Dismemberment
Fods wrote: Dismemberment - Problem: is there a better way of multiple dismemberment of a model. Something that you could do for dismembering a model at different joints is to have boolean flags at the bone joint that indicates whether the rest of the bone heirachy should be rendered or not (basically turning off rendering of the child bones beyond a specific joint). You render from the base (root) bone outwards until you hit a joint that has this flag set and then you skip all the child bones from that joint on down. This allows you to dismember bodies at the neck, shoulder, elbow, knee, ankle, waist, etc without having to create N different versions of the skeletal model. The limbs are still there, you just don't render them. Alternately you can take the opposite approach and weld body parts onto a stub model (fully dismembered representation that has the same skeleton as a full body, same bones and controllers, but is only skinned up to specific joints), then attach the limbs that can be dismembered at the time you do the bone calculations for the trunk of the body. Either approach can be complicated (the first doesn't look as good visually at the points where limbs have been disconnected and the second can be more CPU intensive). -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player command - Health control? Damage?
Frank Weima wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] While playing Counter-Strike 1.6 in a server with adminmod you've got the ADMIN_SLAP command. Also you had a command to give a player 200HP or change it to 1HP. Does anyone knows a code/command to this for CS-Source? I think this stuff does the admin_slap type feature... http://www.sourcemod.net/ -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] desktop shortcuts and steam update
Draco wrote: after the steam update my desktop sortcuts don't work properly. I have one set up for my HL1 MOD with the -dev param on it, but now it just launches normal Half-Life. I then made a new shortcut through steam, didn't work either. Has anyone noticed this bug? I know it's no big deal but it could get annoying :( If anyone knows a work around to this I would be grateful, right now I'm training myself to use the steam menu again lol From the hlds email list... The Steam launcher now quotes each parameter (i.e +connect +ip:port ) which the HL1 engine does not correctly parse (this fixes game launching problems when you have spaces in the path name). Adding those extra quotes is a good work around (for all the arguments after the applaunch parameter), we will work on a fix that doesn't need this extra quoting. - Alfred You might want to try -game MyMod -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] desktop shortcuts and steam update
Jeffrey botman Broome wrote: From the hlds email list... The Steam launcher now quotes each parameter (i.e +connect +ip:port ) which the HL1 engine does not correctly parse (this fixes game launching problems when you have spaces in the path name). Adding those extra quotes is a good work around (for all the arguments after the applaunch parameter), we will work on a fix that doesn't need this extra quoting. - Alfred Dh! I should have read the next message from Alfred first... We have released a fix for this, restart steam to pick it up. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Difference between loading the third party game via steam first and running run_mod.bat
Gregg Reno wrote: I ran into the same issue. I think you just need to have Steam running before launching the .bat file. Yes, you have to have Steam running for everything, but you will still get an error if you create a brand new MOD and attempt to start it the first time using run_mod.bat (and not running it from the Steam Play Games dialog. Try it yourself. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Difference between loading the third party game via steam first and running run_mod.bat
Mark Ingram wrote: After speaking on wavelength someone told me to load it first from the steam menu, i tried that, it crashed out saying that i was running a debug build, then gave me an unhandled exception. After that i ran the mod via run_bat.bat again and it worked fine! Loaded up first time and went into the sdk_vehicles test map. So what happens after you load it via the steam menu for the first time? You can probably find out yourself pretty easily by doing... Create brand new MOD, change to SourceMods folder, then do... dir/s before.txt Run brand new MOD from Play Games dialog, then do... dir/s after.txt Then do a 'diff' on before.txt and after.txt and see what changed. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Difference between loading the third party game via steam first and running run_mod.bat
DOOManiac wrote: The batch file has -allowdebug in the command line, which (as you may have guess) allows debug dll's to be ran. This command line parameter isn't there when you double click from the 3rd party games list. True, but the main problem is that if you Create a brand new MOD, and don't do ANYTHING run the MyMod\run_mod.bat file, you will get an error and the game will not run. Then if you simply double-click on your MOD name in the THIRD PARTY GAMES, the MOD will magically run. You can exit the game and then run the run_mod.bat file and the MOD will magically run. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Struggling with pointers
Crusty Jacks wrote: -- [ Picked text/plain from multipart/alternative ] I've got a pretty decent programming background, but my math skills are lacking. This has not really been a problem for me until digging into the 3d math used by hl2. I'm having trouble with the vectors, matrixes, Qangles, etc. Can anyone suggest some resources to brush up on these topics? Would some of these algorithms be covered in a College Algebra course? Or are they more of a trig topic? On a side note, when it comes down to planning out some logical steps such as vector math, transforming local to world space coordinates should one map it out on paper first? Would a graphing calculator such as the TI-83 help with planning out these steps. Once you've got the math worked out on paper you'd then translate it to C++. Is this the recommended method? GameDev.net has some wonderful articles on 3d mathematics... http://www.gamedev.net/reference/list.asp?categoryid=28 Like this one on Vectors and Matrices... http://www.gamedev.net/reference/articles/article1832.asp And this one on 3D rotations... http://www.gamedev.net/reference/articles/article1279.asp Once you get those down, jump into Quaternions (used quite a bit in skeletal animation)... http://www.gamedev.net/reference/articles/article428.asp -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Shaders...
[EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] would you mind taking me off your list.thankyou Read the bottom line of every email sent from this list... v-- That stuff down there ---v ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ^--- That stuff up there ^ -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Problems for a first timer, please read
Jeffrey Moss wrote: When the actual mod is compiling, what seems to be the very last step, I get this final error (scroll down to the bottom): I don't know if this is any help, but... All of these failed with the same error message about unresolved symbols in std::[EMAIL PROTECTED] After some searching and a discussion with rac on irc i found that i had no libstdc++.so.5 anywhere and no libstdc++.so.* in /usr/lib/gcc-lib/ only /usr/lib/gcc-lib/libstdc++.a and libstdc++.la and /usr/lib/libstdc++.so.2.* Remerging gcc with USE=-static generated the proper libraries and fixed the other ebuilds that were failing. Reproducible: Always Steps to Reproduce: 1. USE=static emerge gcc 2. emerge fam-oss or other packages that depend on libstdc++.so.5 from here... http://bugs.gentoo.org/show_bug.cgi?id=18050 (found using google.com and searching for time_put_w) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] First-chance exception spam in Visual Studio Output window...
I was creating some Wiki documentation over the weekend and I wanted to start building a MOD from scratch so that I would have exact wording on Dialog boxes and whatnots. So, anywho, after deleting MyMod directory and deleting SteamApps\SourceMods\botman folder, and using Reset Game Configurations to flush everything from Steam. I Create a Mod in the C:\MyMod directory and name the mod botman. I open up Game_SDK.sln in Visual Studio .NET 2003, change to the Release SDK, build the solution, it copies the client.dll and server.dll to the Mods bin directory. I start things up from the Steam Play games dialog by double-clicking on my MOD name. Everything runs fine, I start the vehicles map, shoot my gun a few times, then quit. Then I switch to the Debug SDK solution, delete the client.dll and server.dll files from my Mod's bin directory, build the solution and the debug .dll files show up fine. I set the Debugger properties on the hl project to: Command: c:\program [EMAIL PROTECTED] 2\hl2.exe Command Arguments: -dev -game c:\program files\valve\steam\steamapps\SourceMods\botman -allowdebug ...right click on hl in the Solution Explorer and do Debug-Start new instance. Everything starts up fine, but I get (literally) thousands of exception messages... Microsoft C++ exception: common::CErrorCodeException It's been a few weeks since I ran a Mod in the debugger, but I don't seem to remember getting all that before, but I did remember somebody posting a message to this list about a month ago saying they were getting LOTS of exception messages, and I replied that you can turn off some of the exceptions using Debug-Exceptions in Visual Studio .NET 200, but you can only turn off stuff that Visual Studio recognizes (like stack overflow, illegal instruction, or array bounds exceeded, etc). common::CErrorCodeException is something being raised by the engine and isn't something I can turn off. I did notice that if I create a server plugin for a Valve game (like CS:S or HL2DM), I get a few common:CErrorCodeException messages when starting up, but I don't get the 1000's of message that I get when I start my own MOD. So, to make a long post even longer, does everybody get 1000's of these execption messages in the Visual Studio Output window when running their MOD in the debugger, or do I just have something not set up right? P.S. I did try adding -steam to the Command Arguments before starting the debugger, but that doesn't seem to make a difference, I still get the same behavior. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Objects, Physics, and Gravity Concepts
HoundDawg wrote: With the introduction of the physics engine in HL2, I'm curious if there is someway to have gravity affect physics? In HL2 SP, I noticed it really doesn't. How? Well, you could pull out a pistol and still snipe with it... there is no gravity play on it (no arc). But, then again, tossing other objects (cans or boxes), it does. Bullet weapons in Half-Life2 are instant hit (no gravity/physics applied). Weapons like hand grenades have gravity applied to them. So, the point to the question, is if a sports MOD (e.g. football style) could be made to where the ball is thrown like an object or bullet from a gun and have gravity affect it's physics? Then, take the same thing, and adjust the gravity setting to a more low-gravity setting, would the gravity and physics change (e.g. football in space)? If a sports MOD (US football style) created an entity with the same physics as a hand grenade, it would also be effected by gravity. Reducing the gravity in a level would reduce the rate at which the entity would fall toward the ground (so it would tend to stay in the air longer). Also, is there a way to specify the center of gravity with possibly an entity for mappers to place in a map? For example, having an asteroid with gravity in it's center allowing you to walk around it and still be on the ground, rather than having a world is flat type of feeling. Gravity normally moves in the -Z direction (down) in the world. There shouldn't be any reason that a level designer couldn't specify multiply points of gravity and have each of those points effect entities that were near them (the entity would be attracted to the gravity location instead of being attracted in the -Z direction). This would allow you to create multiple planets that somebody could walk around. If you make the pull of the gravity point negative, you could create empty spherical rooms and be able to walk around on the inside of the sphere (ala Serious Sam levels). You are basically creating a black hole gravity point that sucks things in, or pushes things away. Not sure if anyone has been testing things like this, if so, some input on your findings would be nice to hear. Thanks. This sounds like something like Spirit Of Half-Life2 could use (assuming anybody ever creates it). :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Objects, Physics, and Gravity Concepts
r00t 3:16 wrote: But suppose you wanted it so players who shoot weapons had to compensate for distance, aiming a little ahead of a running player etc. Is the source engine able to do this? I think it probably depends on how fast you want the bullets to move through the air. If you make bullets a true entity (with gravity and collisions, etc), then you have to update their location as they move through the world (applying gravity, checking for collisions, etc.). Calculating the height change due to gravity over a given period of time is pretty straight forward high school physics (use google.com if you want the math). The real issue is that things that move VERY fast through the world don't get their position updated often enough to follow the path of a true parabola. You get something like this (excuse the ASCII graphics)... Game Ticks (StartFrame) at the 'v's v v v v x--x /\ / \ /\ / \ /\ / \ /\ x x The 'x' object follows the path of a parabola but because you are not ticking the engine at 1000's of times per second, you wind up with discrete locations along the curve (at the points in time where you can calculate where the entity will be at that time). If you are only checking for collisions at these points in time (or doing line/hull checks from the previous point in time to the current point in time), you will miss hitting entities that don't lie along your discrete path (like at the top of the arch in this case). You can modify the calculations so that you do your own stepping between discrete points in time to create a true parabolic curve and do your own collision checking to see if an entity was collided with, but this can be somewhat time/CPU consuming. There's a pretty good O'Reilly book called Physics for Game Developers... http://www.oreilly.com/catalog/physicsgame/ ...if you are really serious about creating realistic physics in games, you should definitely get that book (I hope your math skills are REALLY strong). :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source Engine Curios
I have noticed that there's a lot less evil in the Source SDK than in the HL1 SDK. Although this one does include some bullshit, and stuff that sucks. But the best comments are the descriptions of the npc_ entities... // Purpose: Dr. Kleiner, a suave ladies man leading the fight against the evil // combine while constantly having to help his idiot assistant Gordon // Purpose: Implements d0g, the loving and caring head crushing Alyx companion. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] map command(HL1 question)
Draco wrote: I have a slight problem with my MOD(for HL1), the map command is broken by some buggy code for a radar and some other tidbits I have in the code. What I need to do is find a way to shut these things off when the map command is called, but I can't find where exactly it is called. Could someone please point out where it is? thanks The map command is handled by the engine. The MOD DLL code never sees any of this. You can use ServerActivate() and ServerDeactivate() in client.cpp to know a map has been loaded and when a map is being unloaded (respectively). -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] mailinglist archives?
Beppo wrote: Before I ask questions discussed here a thousand times already... Normally it is mentioned in the sub, but, well, it only shows the unsubscribe information and nothing more. So, does this list has an archive somewhere? Look at the VERY last line of every email sent to this email list. :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2dm SDK
Teddy wrote: Do you mean we as in the royal we? Or have you been working on hl2dm all this time? I thought you were the guy from shadowphoenix ben, now i'm all confused I think the important part of that email is... From Adrian Finol (Adrian works for Valve, ben was just forwarding Adrian's response.) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] CS:S as SDK mod base
Knifa wrote: PS: Can anyone tell me how to make a new thread for mailing lists? I'm sort of new to these things. Send a new message (not a reply) to: hlcoders@list.valvesoftware.com -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Updated SDK source code? - Incl list of files changed
Chris Adams wrote: Does anyone have any suggestions for putting these new changes into our own code? If you have the money to buy Araxis Merge, it does a REALLY good job of helping you merge 2 (or 3) source code directory trees together. Beyond Compare also does a pretty good job of merging 2 source code trees together. Simply extract the new SDK source code out to a temporary directory, and run the merge between your code and the latest code, pick and choose the things you want to merge in, and merge them. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Updated SDK source code?
Nicholas Rhead wrote: It would be extremely helpful to have a rather more detailed changelog. Beyond Compare (http://www.scootersoftware.com/) does a REALLY good job of comparing one source directory tree to another source directory tree. Simply save off your current source code to a backup directory, create a MOD using the latest SDK, run Beyond Compare on the two main directories and it will show you what has changed. :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Netcode and Vehicles
Teddy wrote: Someone's gonna hafta try to cut down the netcode of the vehicles alot before we can feasibly use them in multiplayer Knowing what I know about other physics engines (not knowing all that much about Havok), flying vehicles usually require less bandwidth to keep the client and server in sync with each other because they have simpler physics properties. Wheeled vehicles tend to have more contacts with the ground and have things like complex suspension/steering which all need to be replicated between the server and all clients. If you are making a futuristic MOD (like UT2004), make all of your vehicles flying vehicles (or very low hovering vehicles). If you're doing a Road Rally kind of MOD, or a Demolition Derby kind of MOD, best of luck to you. :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Netcode and Vehicles
ChessMess wrote: What about a Racing boat mod? Are they flying boats? ;) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Netcode and Vehicles
ChessMess wrote: So basically what your saying is Vehicle based mods are a no go for the source engine? A few ground based vehicles should be fine, I would imagine. Water based vehicles are probably less complex physics-wise than wheeled vehicles. Flying vehicles would be the least complex. I don't think you could create a multiplayer MOD with 32 boats in it or 32 dune buggies and be able to run on anything but a LAN (no matter who's engine and physics tech you're using). Valve is the only one that can give you details about how much bandwidth a particular vehicle uses (other than you measuring the network utilization yourself). Remember that the more clients you have the more replication that has to occur for each vehicle (i.e. 1 vehicle x 1 client = 1x usage, 1 vehicle x 2 clients = 2x usage, 2 vehicles x 2 clients = 4x usage, 32 vehicles x 32 clients = 1024x usage). This is an oversimplication, of course, but you get the general idea. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Netcode and Vehicles
ChessMess wrote: I find this incredibly troubling considering that a main focal point of our mod is vehicular in nature (Hydroplane Racing). Can someone from Valve comment on this situation and what if any steps they are taking to help address this problem? Just out of curiosity, how many clients does HydroRacers support on the BF1942 engine? -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Netcode and Vehicles
Tony omega Sergi wrote: Cc renegade. Heh I've been in 64 player games, and the whole thing is about vehicles, and I get 20 latency or so. Course, it's a totally different engine, and a lot older now.. but ;) Yeah. I'm thinking more along the lines of Havok, Karma, etc. physics engine type vehicles which are usually more complex in terms of joints, constraints, contacts, replusors, etc. UT2004 does a pretty good job of getting multiple Karma vehicles going in a multiplayer level at once, but their physics properties are fairly simple. And the game has been tuned pretty well to pass the minimal amount of entity physics data over the network to keep the clients and servers relatively in sync with each other. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HUD, fonts, and everything else not showing up
[EMAIL PROTECTED] wrote: Or maybe we want to see how people who developed the game would write multiplayer code? No, that can't be it. It must be because we're lazy bastards. Sarcasm? Not having an example means you learn more (you learn more from failures than you do by copying what someone else has done). Also, not having something you can copy-and-paste from encourages everyone to create their own unique interface rather than having 100 MODs all using exactly the same layout and button arrangement (see Counter-Strike clone for examples). :) But, yeah, basically coders are lazy and will happily copy what someone else has done rather than trying to invent the wheel themselves (even if they could invent a much better wheel with a little bit of extra work). -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] GameFrame
Ronny Schedel wrote: Just use a thread. Eek! Are the engine functions in the listen server and dedicated server thread safe? -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] True-Type Font Resources
Tony omega Sergi wrote: It's quite nifty this time around that we can load and render true-type fonts, however I noticed that TTF creation packages are not free. I was wondering the name of the application Valve used internally to create their TTF font resources, and if they know of any good, free tools. I'd hate to see such a great feature go to waste because it cost money to create the resources. Indeed - repost. Your google-fu skill leaves much to be desired, grasshopper. :) http://www.google.com/search?hl=enlr=c2coff=1q=open+source+true+type+font+createbtnG=Search The first hit has links to apple.com... http://developer.apple.com/fonts/Tools/index.html ...and this... http://doubletype.sourceforge.net/ -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Using c_baseplayer in a server plugin
Nicholas Rhead wrote: But shouldn't the mod authors be extended those classes rather than modifying them directly? And if they do that will just mean we would have to recode our server plugins. If you expose code to MOD authors, you can bet that some of them will change it. Gooseman should have used the entvars_t 'team' variable for teams in Counter-Strike, but he didn't do this. Instead he decided to add the team to the CBasePlayer class (I presume), making it inaccessible to metamod plugin authors. Just because coders should do something a certain way, doesn't mean they are going to. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] would like to post on this list
Igor Murashkin wrote: Hi, I'd like to post on this list, my email is [EMAIL PROTECTED] Um, okay. You just did! YAY!!! :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Using c_baseplayer in a server plugin
Josh wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Has anyone been able to do this? Is this even possible? There are a LOT of functions that I would like to have access to, and it was possible to use similar functions in HL1. If I am not mistaken, the C_Whatever classes are client-side versions of the CWhatever classes on the server. Member variables that need to be replicated between CWhatever on the server and C_Whatever on the client are indicated by CNetworkVar, so that this replication happens automagically. You shouldn't be trying to access anything from C_Whatever in a server plugin (since the server plugin is running on the server). You should be trying to access the CWhatever server-side version of these classes. But you shouldn't actually be accessing these at all since MOD authors can change the CBaseEntity, CBasePlayer, etc. classes and add/remove member variables or functions without your knowledge. You will assume you know what is contained within these classes when in fact, you do not. This is what Alfred mentioned just a few posts ago about making your server plugin fragile. You are tring to do something which you should not be doing. :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Using c_baseplayer in a server plugin
Ronny Schedel wrote: These are bad news :\ So, how can I change the velocity of a player without class access? You can't. This isn't the Half-Life engine! :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Using c_baseplayer in a server plugin
Jay Stelly wrote: You should let us know what data you are trying to access in your plugins so we can add it to an interface and implement it in HL2DM CS:S. That's easy. EVERYTHING! Every member variable of every class should have an interface function to Get and Set it! :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Using c_baseplayer in a server plugin
Jeffrey botman Broome wrote: Jay Stelly wrote: You should let us know what data you are trying to access in your plugins so we can add it to an interface and implement it in HL2DM CS:S. That's easy. EVERYTHING! Every member variable of every class should have an interface function to Get and Set it! :) No, seriously, stuff from the old entvars_t structure would be nice... string_tclassname; vec3_t origin; vec3_t velocity; vec3_t angles; // Model angles vec3_t avelocity; // angle velocity (degrees per second) vec3_t punchangle; // auto-decaying view angle adjustment vec3_t v_angle;// Viewing angle (player only) int fixangle; // 0:nothing, 1:force view angles, 2:add avelocity int modelindex; string_tmodel; int viewmodel; // player's viewmodel int weaponmodel;// what other players see vec3_t absmin; // BB max translated to world coord vec3_t absmax; // BB max translated to world coord vec3_t mins; // local BB min vec3_t maxs; // local BB max vec3_t size; // maxs - mins int movetype; int solid; int skin; int body; // sub-model selection for studiomodels float gravity;// % of normal gravity float friction; // inverse elasticity of MOVETYPE_BOUNCE // animation stuff (optional?) int sequence; // animation sequence int gaitsequence; // movement animation sequence for player (0 for none) float frame; // % playback position in animation sequences (0..255) float animtime; // world time when frame was set float framerate; // animation playback rate (-8x to 8x) bytecontroller[4]; // bone controller setting (0..255) byteblending[2];// blending amount between sub-sequences (0..255) // render effects (would be nice to do glowshell on people! he-he) int rendermode; float renderamt; vec3_t rendercolor; int renderfx; float health; float frags; int weapons; // bit mask for available weapons float takedamage; int deadflag; vec3_t view_ofs; // eye position int spawnflags; int flags; float max_health; float armortype; float armorvalue; int waterlevel; int watertype; string_tnetname; float maxspeed; float fov; int oldbuttons; Some of these are already implemented via interfaces, but I didn't want to take the time to go through and weed out the ones that were already available. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Plugin supported Interface Factories...
Ronny Schedel wrote: Did you tried IServerGameClients::GetPlayerState()? There are some angles too... I dont know, maybe it helps you. Using IServerGameClients didn't help either. It looks like the only way to get the 'origin' and 'angles' of players via a plugin is to access the GetAbsOrigin() and GetAbsAngles() from the CBaseEntity class. Resolving the member variables and functions with CBaseEntity class at compile time in a plugin also seems to be a small pain right now. :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Using UTIL_ and te_ functions
Ronny Schedel wrote: Vector direction = origin + Vector(0, 0, 100); The server shows some warnings, it tells me, x and y are out of range, but the effect is shown. Wierd :\ I would have thought the direction would be a normalized vector (i.e. length = 1.0). Maybe you should normalize the 'direction' vector before creating the effect and see if that helps make things better. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] loading times
Christopher McArthur wrote: So If I start the game with the debugger, on game launch and level launch I am greeted with tens of thousands of First-chance exception spamming my output-debug window and making the game take up to 5 minutes to load sometimes.. It sounds like you have some exceptions enabled that you should not... http://msdn.microsoft.com/library/default.asp?url=/library/en-us/vsdebug/html/vxgrfchanginghowdebuggerhandlesexceptions.asp -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Plugin supported Interface Factories...
Ronny Schedel wrote: Hmm, I get valid results (non zero) for CPlayerState::v_angle. You can get the origin from ICollideable::GetCollisionOrigin(). Ah! Okay, I was grepping for angles not angle. I notice that 'kills' and 'deaths' is in there too! -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Plugin supported Interface Factories...
Ronny Schedel wrote: Try to load the nonworking interfaces with gameServerFactory instead of interfaceFactory. Especially IServerGameDLL needs gameServerFactory. Ah, cool. I didn't even think about that. Muchas gracias. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders