Re: [hlcoders] Source SDK Update Released

2006-01-19 Thread Marcelo Bezerra (mailpass)
I hope they include official support for using more advanced stuff on
server plugins.

Like manipulating player health, position and so on.

On Wed, 2006-01-18 at 21:52 +, Benjamin Davison wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> Well at the moment VS2005 support, and all the fixes that have gone into
> HL2DM and some engine fixes that can be applied to the SDK.
>
> Oh and HDR.
>
> There might be more stuff, I dunno.
>
> On 1/18/06, Andrew (Bromfitsen) <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Any chance of finding out what is being fixed, what is being thought about
> > and what might be looked into in the future?
> > --
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>
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Re: [hlcoders] Compiling on GCC4, threads.cpp with pthread implementation?

2005-11-15 Thread Marcelo Bezerra
Source SDK requires gcc-3.4, so we should be safe with gcc-4.0.
The main problem is that gcc-4.0 complais about a lot of stuff in the
sdk that 3.4 does not :)

I would really like to experiment recompiling my stuff with gcc 4.0 and
see if the code it generates is faster.

On Wed, 2005-11-16 at 09:49 +1000, Jeff Fearn wrote:
> On 11/16/05, Marcelo Bezerra <[EMAIL PROTECTED]> wrote:
> > On Tue, 2005-11-15 at 13:51 -0800, Alfred Reynolds wrote:
> > > C++ interfaces are passed from it to our GCC 3.x compiled binaries).
> > > How did you solve that?
> >
> > gcc-4.0 and gcc-3.4 share the same C++ ABI, so that should not be a
> > problem.
>
> There where ABI change between gcc 3.1 and 3.3 and then between 3.3
> and gcc 3.4; so if the tools Valve are using are pre 3.4 then it will
> be different.
>
> Note that it may be possible to get objects using different ABI's to
> link, however it is not possible to determine if there will be any
> strange run time behaviour without extensive testing. Is that crash
> due to a bug in the SDK or a run time ABI clash? Welcome to ABI hell
> ;)
>
> Valve dudes, which 3.x version of gcc are you using? The x being
> pretty important give the (expletive words) practice of changing the
> ABI in minor versions :/
>
> --
> Jeff Fearn
>
> "Postmodernism: Once more without feeling." -- Geoffrey Nunberg
>
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RE: [hlcoders] Compiling on GCC4, threads.cpp with pthread implementation?

2005-11-15 Thread Marcelo Bezerra
On Tue, 2005-11-15 at 13:51 -0800, Alfred Reynolds wrote:
> C++ interfaces are passed from it to our GCC 3.x compiled binaries).
> How did you solve that?

gcc-4.0 and gcc-3.4 share the same C++ ABI, so that should not be a
problem.


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Re: [hlcoders] Determining the weapon that caused player_hurt

2004-12-20 Thread Marcelo Bezerra
This and the damage inflicted are missing. :(
We only have health and armor left.
Josh wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Is this possible?

Josh
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Re: [hlcoders] Finding the entity based on the userid

2004-12-20 Thread Marcelo Bezerra
You can code the loop so it looks up both pEntities on a single pass.
(You will be special casing this one to speed things up).
Copy and paste from my plugin:
---
   for(i=1;i<=maxplayers && (!pVictim || !pAttacker;i++)) {
   edict_t *pEntity = engine->PEntityOfEntIndex(i);
   if(!pEntity || pEntity->IsFree()) {
   continue;
   }
   int this_uid = engine->GetPlayerUserId(pEntity);
   if(this_uid>=0) {
   if(uid == this_uid) {
   pVictim = pEntity;
   }
   if(attacker == this_uid) {
   pAttacker = pEntity;
   }
   }
   }
---
I am generating an attacked logline to be used on my tk prevention system :)
(It runs remotely, parsing log from multiple servers)
Josh wrote:
Yea that's what I was thinking :(  I was really hoping to not do that, as a
LOT of functions will need to call that function. (I'm working on a war3 mod
for CSS, just building the groundwork).  So every time someone is shot /
died that will be called twice.  Doesn't that seem intensive? Do you think
valve could create an easier way?
Josh
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Marcelo Bezerra
Sent: Monday, December 20, 2004 2:46 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Finding the entity based on the userid
for(int i=1;i<=maxplayers;i++) {
   edict_t *pEntity =  engine->PEntityOfEntIndex(i);
   if(!pEntity || pEntity->IsFree()) {
continue;
   }
   int uid = engine->GetPlayerUserId(pEntity);
}
Josh wrote:

OK all I have is the playerid (userid).  How do I get a pointer to the
entity having this userid?  And I CANNOT use IndexOfEdict b/c that is a
different number.
For example, I join a game then I call the iplayerinfo on myself and find
out that my userid is 2.  But IndexOfEdict is 1.  They are different.
Josh
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Marcelo Bezerra
Sent: Monday, December 20, 2004 12:36 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Finding the entity based on the userid
You can look from 1 to maxplayers, get the pEntity and use:
engine->GetPlayerUserId(pEntity);
Loop from
Josh wrote:


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I was just wondering how I can get an entity or an index of the entity

that

is "fired".

Meaning the player_hurt event is fired and I get a userid of 2.  Will this
is different than the IndexOfEdict function in engine.  How can I

determine

the IndexOfEdict or get the pointer to the entity of a userid?

Thanks,
Josh
--
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Re: [hlcoders] Finding the entity based on the userid

2004-12-20 Thread Marcelo Bezerra
for(int i=1;i<=maxplayers;i++) {
   edict_t *pEntity =  engine->PEntityOfEntIndex(i);
   if(!pEntity || pEntity->IsFree()) {
continue;
   }
   int uid = engine->GetPlayerUserId(pEntity);
}
Josh wrote:
OK all I have is the playerid (userid).  How do I get a pointer to the
entity having this userid?  And I CANNOT use IndexOfEdict b/c that is a
different number.
For example, I join a game then I call the iplayerinfo on myself and find
out that my userid is 2.  But IndexOfEdict is 1.  They are different.
Josh
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Marcelo Bezerra
Sent: Monday, December 20, 2004 12:36 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Finding the entity based on the userid
You can look from 1 to maxplayers, get the pEntity and use:
engine->GetPlayerUserId(pEntity);
Loop from
Josh wrote:

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I was just wondering how I can get an entity or an index of the entity that
is "fired".

Meaning the player_hurt event is fired and I get a userid of 2.  Will this
is different than the IndexOfEdict function in engine.  How can I determine
the IndexOfEdict or get the pointer to the entity of a userid?

Thanks,
Josh
--
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Re: [hlcoders] Finding the entity based on the userid

2004-12-20 Thread Marcelo Bezerra
You can look from 1 to maxplayers, get the pEntity and use:
engine->GetPlayerUserId(pEntity);
Loop from
Josh wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I was just wondering how I can get an entity or an index of the entity that
is "fired".

Meaning the player_hurt event is fired and I get a userid of 2.  Will this
is different than the IndexOfEdict function in engine.  How can I determine
the IndexOfEdict or get the pointer to the entity of a userid?

Thanks,
Josh
--
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[hlcoders] player_hurt game event

2004-12-18 Thread Marcelo Bezerra
Could valve include more info in the player_hurt event or implement a
proper attacked log message?
I am using the player_hurt event to simulate the playerx attacked
playery message in my source dedicated server and I am missing some
usefull information.
Namely the weapon used, the ammount of damage health and armor taken.
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Re: [hlcoders] ServerPlugin: ICvar?

2004-12-18 Thread Marcelo Bezerra
What do you want ICvar for?

On Fri, 2004-12-17 at 22:48 +, Bug wrote:
> Is there a way to get access to ICvar from within a server plugin?
>
> It uses the appSystemFactory interface within a client DLL and the
> engineFactory within a server dll, both of which are inaccessible
> to server plugins. I tried, just for kicks, using interfaceFactory and
> gameServerFactory with no successes.
>
>
>
>
>
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Re: [hlcoders] fopen and player model sequences

2004-12-15 Thread Marcelo Bezerra
how about engine->LogPrint?

On Tue, 2004-12-14 at 20:55 +0100, tei wrote:
> Matthew Lewis wrote:
>  > Two questions:
>  >
>
> 3 answers:
>
>
> Maybe you use the event log builtin on windows:
>
> http://msdn.microsoft.com/library/default.asp?url=/library/en-us/debug/base/reportevent.asp
>
> For Linux you have the syslog demon/app, here info:
>
> man syslog
>
> :*)
>
> $ syslog -f /etc/log/Valve/hl2.o/SDKSampleLog "Foo bar!"
>
>
> or more simple, something like this:
>
> system("echo hello world > hellolog.log");//painfull slow warning!
>
>
> Actually windows include a API for sintetized voice (SAPI), so you can
> pipe the log to fake female character:
>
> http://docs.agrip.org.uk/accessiblequake/multi-page/customising-launcher.html
>
> (this its the documentation for a quake based engine that use that
> feature,and you will need to access SAPI directly, I think)
>
> Or maybe you can use a male character for logging purposes:
>
> "Your face, your ass, where its the dawn model?"
>
>
> > First, is there a way to re-enable 'fopen()'? I am trying to generate a
> > log file for testing purposes and it seems that someone thought it would
> > be funny to disable key functions of  the stdio library. Very annoying.
> > I'd rather not deal with the Valve file system as it is klunky and gross
> > overkill for simple logging.
> >
> [...]
> >
>
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Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-10 Thread Marcelo Bezerra
Possibly with generic methods so the interface does cover mod specific
properties.

Something in the lines of SetInt(char *propertieName, int value) and so
on...



On Thu, 2004-12-09 at 16:24 -0600, 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!  :)
>
> --
> Jeffrey "botman" Broome
>
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Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Marcelo Bezerra
It will not work.
You will get into a linker hell if you try. :(
Skyler York wrote:
Actually, this might be possible.  The example plug-in simply doesn't
get the interface you want by default.  Take a look at eiface.h for
IServerGameEnts.  It contains an EdictToBaseEntity function you might
be able to use.  An additional call to interfaceFactory with that
interface version could get you the interface you need to call that
function.  And then once you have a CBaseEntity, you can do what you
please.
However this goes back to the point made before where the
implementation might change and you can't rely on it.  However there
is no useful interface equivalent for entities, so worse come to worst
you simply rebuild the plug-in come an update to the base entity.
On Thu, 09 Dec 2004 15:29:40 -0600, Jeffrey botman Broome
<[EMAIL PROTECTED]> wrote:

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

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Re: [hlcoders] Using UTIL_ and te_ functions

2004-12-07 Thread Marcelo Bezerra
Take a look at this:
http://www.hl2coding.com/forums/viewtopic.php?t=31
I posted an example on how to Spark() and EmitSound() from a plugin :)
Josh wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Has anyone had any luck being able to use these server side?  To create
effects that will be sent to the client.  I couldn't figure it out if my
life depended on it.  I'm just curious if anyone has had any luck?  Or if
anyone can give me some advice?  Even something like Util_SetModel..

Thanks,
Josh
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Re: [hlcoders] Sound precaching does not work!

2004-12-07 Thread Marcelo Bezerra
Where are you calling PrecacheSound() from?

On Tue, 2004-12-07 at 14:38 +0100, Ronny Schedel wrote:
> Environment: linux, serverplugin, Counterstrike + HL2MP
>
> IEngineSound::IsSoundPrecached() and
> IEngineSound::PrecacheSound() return always true,
> regardless of the parameters (also for missing sounds).
> Sounds will not precached. This needs to be fixed ASAP.
>
> Greets
> Ronny
>
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Re: [hlcoders] Naming format for Server Plugins

2004-12-06 Thread Marcelo Bezerra
I guess the new standard is serverplugin_myname
At least it is what the sdk suggest (the sample is serverplugin_empty).

On Mon, 2004-12-06 at 21:10 -0500, David Anderson wrote:
> I've seen quite a few people releasing server plugins already and, I don't
> know if this has been discussed, but would it be a wise idea to create
> some sort of default naming scheme?
>
> With metamod we had myplugin_mm, so maybe we should do myplugin_sp?
>
> And since the server can read multiple vdf files in the addons/ folder, it
> would be wise for people who make plugins to distribute the vdf file with
> it, named after their plugin (myplugin_sp.vdf).
>
> Just a suggestion... UA used to keep a big doc on standards like this.
>
>   -David Anderson
>
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[hlcoders] How to inflict damage to a player from a server plugin?

2004-12-05 Thread Marcelo Bezerra
I am trying to code some functionality like the classics admin_slap,
admin_slay in adminmod,
But I can't find how to mess with a player's helth or speed.
The IPlayerInfo returned by playerinfomanager->GetPlayerInfo(pEntity)
only exposes readonly values.
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Re: [hlcoders] VC++ 8 Express Compiling

2004-12-01 Thread Marcelo Bezerra
The project files are version 7.1.
r00t 3:16 wrote:
To compile source sdk what is needed?
Microsoft Visual Studio .NET ?
What version?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "John Bellone" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, December 01, 2004 3:11 PM
Subject: [hlcoders] VC++ 8 Express Compiling


I hit some errors while compiling (clean copy) of the SDK. Anyone else
hit them? Want to make sure that I set everything up right. It converted
it from VC++ 7 to VC++ 8 (when I clicked on Game_SDK).

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Re: [hlcoders] Source SDK

2004-12-01 Thread Marcelo Bezerra
Is there a way to download it from linux?
Or do we actualy need to copy files from our windows system?

On Tue, 2004-11-30 at 21:55 -0800, Alfred Reynolds wrote:
> We have released the full Source SDK via Steam. It now contains all the
> tools you need to make a Mod using the Source engine. To get the SDK you
> need to have a Steam account that owns Half-Life 2 (either brought via
> Steam or using a retail CD key).
> The documentation for the SDK can be found at:
> http://www.valve-erc.com/srcsdk/
>
>
> - Alfred
>
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