Re: [hlcoders] Historical player number statistics
-- [ Picked text/plain from multipart/alternative ] I also had in mind something along those lines. I started collecting stats (well, just saving the stats.html page to my hard disk) once every hour, ever since September 14 (so that's just over 1,100 files so far), using a program written in C#. If you want, I can send you my data. I don't know any PHP though (though it's similar to C++, and it's on my list of languages to learn right after Python :) ). I'd suggest developing your own robust Xml schema for saving the old data, decoupling the Html-parsing code from the Xml saving code, so you can go back and aggregate stats any time you want. Also, along those same lines, I'm collecting stats about which maps are played the most here http://ascendancy.us.to/realtime/all_maps.shtml. It's only a 24-hour moving window though. -Mike On 11/1/05, Jorge Rodriguez [EMAIL PROTECTED] wrote: Adam amckern Mckern wrote: Mr. Rodriguez (Star Ship Troppers?) Anyway, very good idea, and if i knew more of PHP, then i would love to give you a hand. However my skills fall short of PHPBB CMS's. The steam stats page is powerful, but maybe if you can find the right person at valve, you might be able to contract yourself, and review, and upgrade the stats page for them, with your PHP script. Adam And uh, no, Rodriguez is my real last name. I'm Cuban. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Player Steam IDs from Source Server Query?
-- [ Picked text/plain from multipart/alternative ] Is there any way to get the Steam IDs of players in a given server without joining? I'm asking because the Source server query protocol doesn't appear to support this, but typing 'status' in the console will do it (so, privacy doesn't seem to be a concern with this). I'm currently tracking some map popularity statistics herehttp://ascendancy.us.to/realtime/all_maps.shtml, but my goal is to create a system that tracks users' preferences for maps much like Amazon.com http://Amazon.com tracks users' preferences for products (e.g., customers who bought a Chopin CD are much less likely to buy a Metallica CD than someone who bought one of Linkin Park's CDs). The problem I'm trying to solve is how to find new maps for players that they would probably want to play. Two possible paths are external tracking using Steam IDs as above, or an in-game voting mechanism like a server plug-in. Thanks, Mike -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player Steam IDs from Source Server Query?
-- [ Picked text/plain from multipart/alternative ] On 10/30/05, Adam amckern Mckern [EMAIL PROTECTED] wrote: I think amazon uses a database refrence for the user account to track what they would more lilkly buy. Sure... that seems pretty clear. You can do this, however, i dont know how many people you wish to force into havin an account to download a map - i know for one, it wont be me. I think I made this unclear -- all the user would have to do is vote for the map he likes in game, or visit a website and provide his steam ID and vote for the maps he's played recently. Steam IDs would take care of everything -- no separate accounts needed. My real question is about the Steam IDs from server queries. Any ideas? Thanks, Mike --- Michael Fischer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Is there any way to get the Steam IDs of players in a given server without joining? I'm asking because the Source server query protocol doesn't appear to support this, but typing 'status' in the console will do it (so, privacy doesn't seem to be a concern with this). I'm currently tracking some map popularity statistics herehttp://ascendancy.us.to/realtime/all_maps.shtml, but my goal is to create a system that tracks users' preferences for maps much like Amazon.com http://Amazon.com http://Amazon.com tracks users' preferences for products (e.g., customers who bought a Chopin CD are much less likely to buy a Metallica CD than someone who bought one of Linkin Park's CDs). The problem I'm trying to solve is how to find new maps for players that they would probably want to play. Two possible paths are external tracking using Steam IDs as above, or an in-game voting mechanism like a server plug-in. Thanks, Mike -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net/ Developer of CST and ZHLT 3.0 http://www.zhlt.tk This email has been sent from Adam McKern, and is not one of the many spam bots that use my email address. If you receive an email that has not got this signature line, please delate the email, and not respond in any way to it. __ Yahoo! FareChase: Search multiple travel sites in one click. http://farechase.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Using odd compilers
-- [ Picked text/plain from multipart/alternative ] *Shudder* I ditched VC++ 6.0 as soon as I got a hold of VC++ 7.1. Poor standards compliance, and in particular poor support for templates drove me away. I'm very curious as to why you'd want to use .NET with C++ instead of C#, and in particular with VC++ 6.0... There used to be a free Express version of VC++ 7.1 (VS 2003), but I've done some extensive searching and haven't been able to locate it. Apparently MS pulled it from their site when 2005 was around to replace it. MS has a HL2 mod spot at http://msdn.microsoft.com/coding4fun/half-life/default.aspx . They claim that they're working with Valve to get the SDK compiling with VS 2005, but it'll be a while before we see anything. I once tried to compile the SDK with the VS 2005 Beta 2 (available for minimal cost at www.getthebetas.comhttp://www.getthebetas.com-- it rocks, btw), but I think I stopped at linker errors. I had a strong suspicion that even if I could get the SDK to compile with 2005, it would crash on startup. -Mike On 10/13/05, Deadman Standing [EMAIL PROTECTED] wrote: You just need to install the .NET libraries on the target computer and get Microsofts Latest SDK to use .NET with VS 6.0 (all are free from Micorsoft for the asking). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman Broome Sent: Thursday, October 13, 2005 10:46 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Using odd compilers Won't do any good. The VGUI library (and other libraries built with .NET) won't be compatible with VisualStudio 6.0. -- 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] Like Obtaining the file mapcycle.txt of a servant?
-- [ Picked text/plain from multipart/alternative ] (This may get posted twice; I apologize in advance) There's a pretty straightforward way to do it if sv_downloadurl is in use. And by straightforward, I mean it can be done without too much black magic and reverse engineering. Given a list of servers, query each server S for the name of the current map M (this is pretty easy to do if you've used sockets before -- use thishttp://developer.valvesoftware.com/wiki/Source_Server_Queriesas a reference). If M is not in your Half-Life 2 maps folder, then you'll need to download it. So, query S for the value of its sv_downloadurl cvar, and then download the file from sv_downloadurl/maps/mapname.bz2. To automatically extract the map is a slightly different story -- you'll probably need to find a command-line unzip utility capable of dealing with bz2; this one http://www.7-zip.org/ comes to mind. Also, you'll need to write code to deal with .res files, since not all mappers know to package all custom assets into the bsp. Run the above paragraph once every ten minutes or so, and over the course of 5-10 hours you should be completely up to date on all the servers you check. The one hiccup is that this doesn't work for servers without sv_downloadurl -- I imagine it'd be possible with lots of packet sniffing and reverse engineering, but the legality of that is questionable. I think this program would be pretty straightforward to write in C#. Actually, if you don't write it then I probably will... but I have other fish to fry at the moment. -Mike On 9/28/05, Draco [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Ah, so you want it to check the map rotation of any server, find all the maps in it, then allow you to find and download them? Sounds like quite a task, I do not think it is possible without having access to the servers files( via FTP or something) -- Draco -- ___ 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] FileFarm - Community File Mirror Network
Modulo all the p2p discussion that's been going on in this thread, filefarm as you have it looks promising. One of my biggest pet peeves about gaming is the download sites that redirect you to page after page with a link saying click here to download the file. I love the no nonsense, one-click download of filefarm. Hopefully the mirrors you link to will allow this, and not insist that the user be redirected to their site before downloading the file. It'd be great to have one end all, be all gaming mirror site (or at least a site with an exhaustive list of hl2 mod files). That said, there are already many, many dedicated file hosting sites out there, and they all want to be THE gaming site. So it'd take full cooperation on our part to make this happen... Do you have a mechanism to automatically deal with broken links? They could quickly become a problem. Keep up the good work. I'll submit links to any content I produce. HoundDawg wrote: Hi Everyone, Just wanted to inform you of a new web application I launched earlier this week, which will help with your file releases. It allows you to post your new file release and add your download link as the first mirror for the file. Then, other mirrors have the ability to download your file and add their mirror links to the list, effectively building a set of mirrors for your file. Yes, this is a new and different concept for many of you, that are used to services like FilePlanet. The big difference here, is that this service is free and maintained by the participating mirror providers, who are able to register and immediately participate at any time. You can think of it like a file mirror wiki of sorts. Then, on your website, you can provide a link to your file mirror list on FileFarm. This removes the work of maintaining a mirror list yourself and allows you to focus on support and updates. http://www.FileFarm.net Unlike services like FilePlanet, users looking to download your file won't need a membership, or wait in any lines. They'll be able to search for the file and then select the closest mirror. It's really a win-win-win solution for those releasing files, those providing mirrors for the files, and for those looking and downloading the files. If you have any questions or comments, I'll be on IRC in #FileFarm on GameSurge (irc.gamesurge.net). - HoundDawg ___ 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] should I wait for hl2dm sdk?
That's great news! Thanks a ton. Adrian Finol wrote: We are planning on releasing the HL2DM source code but don't have a date for it right now. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kyle Keating Sent: Wednesday, December 15, 2004 8:35 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] should I wait for hl2dm sdk? I worked on and complete a hl1 mod for two years. I became very efficient with that SDK and so far, hl2 seems very similar. If I need to learn anything, its the new entity structure and some new variable names and vgui 2.0. Other than that I just want to improve hldm2. My entire hl1 mod was aimed at improving hldm1 and we developed lots of robust features that we would like to incorporated into hldm2 before it gets boring and dies out. With only 2 maps and and no features, the mod (hldm2) as it stands is pretty bare, and valve would do itself justice by realising the SDK to the experience programmers who have the motivation and enthusiasm to help the game. I don't want the SDK to learn. I did that, I want the SDK to make hl2dm worthy of its name. On Wed, 15 Dec 2004 22:35:23 -0500, John bKT Bellone [EMAIL PROTECTED] wrote: ChessMess wrote: Learning through example is much more efficient then learning by trial. If you have the time to spare, learn by trial. If you need to get up to speed quickly or you don't have the time to spare, learn by example. What ever became of that Book that was suppose to be published about modding for HL2? http://www.amazon.com/exec/obidos/tg/detail/-/0761543635/qid=11031454 08/sr=1-3/ref=sr_1_3/102-8508584-8465730?v=glances=books ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Not sure... I usually learn faster by learning by trial because I know exactly what is happening, and I don't need to fish around someone elses' code. Normally I look at entities (in this SDK at least) that would most resemble what I am attempting to create, therefore I have somewhat of a basis when creating mine. The power of Find in Files :) -- -John bKT Bellone Project Manager, Programmer Flipside Software http://www.flipsidesoftware.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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] I know this is a long shot
I'm interested in this too. I've tried both options in the Create a Mod dialog. Start a mod from scratch seems to create a bare-bones multiplayer mod, and doesn't make use of any of the HL2 weapon code (the files are included in the project, but they're excluded from the build). Modify Half-Life 2 does include the HL weapon code, but of course the default behavior for the mod is a single player game. Changing appid in gameinfo.txt to 320 or using -applaunch 320 for steam.exe doesn't seem to do the trick (the changes I made to the source still don't have any effect, since it looks like it's just loading the old deathmatch dll). So, has anyone been able to basically recompile HL2DM with the SDK? I'd imagine this is how mods like Rocket Crowbar get their beginnings. -Mike Kyle Keating wrote: but is the code for your hl2dm including with the hl2 sdk, or is it jsut the single player. I'm interested in making a simple mod to improve featuring for hldm2. I do not wish to make a whole new mod or recreate hldm2. ___ 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] I know this is a long shot
Yeah, I'd like to use the HL2 weapons. Essentially, I want to be able to create a mod identical to HL2DM in every respect, for the purpose of modifying it. I'm just wondering if anyone else has had any luck doing this in some simple way. Ryan Horton wrote: Are you looking specifically for HL2 weapons? As in, not the CS weapons? Because you can use the shotgun, mp5, and grenade from CS if you just do a straight, untouched build off of Start a mod from scratch On Fri, 03 Dec 2004 13:14:24 -0500, Michael Fischer [EMAIL PROTECTED] wrote: I'm interested in this too. I've tried both options in the Create a Mod dialog. Start a mod from scratch seems to create a bare-bones multiplayer mod, and doesn't make use of any of the HL2 weapon code (the files are included in the project, but they're excluded from the build). Modify Half-Life 2 does include the HL weapon code, but of course the default behavior for the mod is a single player game. Changing appid in gameinfo.txt to 320 or using -applaunch 320 for steam.exe doesn't seem to do the trick (the changes I made to the source still don't have any effect, since it looks like it's just loading the old deathmatch dll). So, has anyone been able to basically recompile HL2DM with the SDK? I'd imagine this is how mods like Rocket Crowbar get their beginnings. -Mike Kyle Keating wrote: but is the code for your hl2dm including with the hl2 sdk, or is it jsut the single player. I'm interested in making a simple mod to improve featuring for hldm2. I do not wish to make a whole new mod or recreate hldm2. ___ 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: SV: [hlcoders] sdk release and a surprise ideas..
Visual C++ 2005 Express Beta might be of interest to some of you, downloadable for free at http://lab.msdn.microsoft.com/express/visualc/default.aspx . Game mods is even listed as one of the possible uses for the software. Looks like an almost full-featured IDE for free. Not sure what the license restrictions are though. I haven't tried it myself, so I can't vouch for it yet (I have VS.NET 2002). Anyone who does try it, let us know how it does with the SDK. -Mike Jakob W. Nielsen wrote: Having VS7.1 myself and only just now downloading the sdk I have no idea but... Will the linux makefiles work with the free VC7.1 compiler ? If not is there any chance you will make makefiles for that?, as this would be great for people not able to gather the amount of money needed for the entire Visual Studio... Jakob Nielsen -Oprindelig meddelelse- Fra: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] På vegne af Alfred Reynolds Sendt: 1. december 2004 07:13 Til: [EMAIL PROTECTED] Emne: RE: [hlcoders] sdk release and a surprise ideas.. Only VC7.1 (.NET 2003) will be supported for the Source SDK under Windows. The SDK includes linux makefiles (in the linux_sdk directory). You can read more details on how to compile under linux here: http://www.valve-erc.com/srcsdk/linux_compiling.html - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ruari O'Sullivan Sent: Tuesday, November 30, 2004 9:58 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] sdk release and a surprise ideas.. Hey, there it is. Didn't most people say they were still using MSVC++ 6? I know I am. Any chance of project files? If not, how about a makefile for g++? Digging the documentation so far. It's good to have something there. -randomnine- ___ 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