Re: [hlcoders] Source SDK Update Released
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? > > -- > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > -- > - Benjamin Davison > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Compiling on GCC4, threads.cpp with pthread implementation?
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 > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Compiling on GCC4, threads.cpp with pthread implementation?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Determining the weapon that caused player_hurt
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Finding the entity based on the userid
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] player_hurt game event
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] ServerPlugin: ICvar?
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. > > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] fopen and player model sequences
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. > > > [...] > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Using c_baseplayer in a server plugin
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 > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Using c_baseplayer in a server plugin
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Using UTIL_ and te_ functions
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Sound precaching does not work!
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 > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Naming format for Server Plugins
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 > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] How to inflict damage to a player from a server plugin?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] VC++ 8 Express Compiling
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). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK
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 > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders